From d791225a0886416119de4302f584126e25987d0c Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@posteo.net>
Date: Sun, 3 Sep 2023 20:58:32 +0200
Subject: [PATCH] update \tn command

---
 commands.tex |  2 +-
 systems.tex  | 84 ++++++++++++++++++++++++++--------------------------
 2 files changed, 43 insertions(+), 43 deletions(-)

diff --git a/commands.tex b/commands.tex
index eae6f241..67ef09ef 100644
--- a/commands.tex
+++ b/commands.tex
@@ -266,6 +266,6 @@
     5   & & Snake bite: gain $1D6+4$ \glspl{fatigue}. \\
     4   & 4 & Wrong mushroom: gain 3 \glspl{fatigue} at the end of the interval. \\
         & 3 & Snake bite: gain $1D6+2$ \glspl{fatigue}. \\
-    < 4 & < 3 & Slowburn ivy: gain 2 \glspl{fatigue} each interval until you find a cure (Intelligence + Medicine, \tn{8}). \\
+    < 4 & < 3 & Slowburn ivy: gain 2 \glspl{fatigue} each interval until you find a cure (Intelligence + Medicine, \tn[8]). \\
   \end{nametable}
 }
diff --git a/systems.tex b/systems.tex
index 13cf7de4..105d861f 100644
--- a/systems.tex
+++ b/systems.tex
@@ -8,7 +8,7 @@
 
 \subsection{Breaking Things}
 
-\paragraph{Breaking in a door} -- Strength + Crafts, \tn{10}.
+\paragraph{Breaking in a door} -- Strength + Crafts, \tn[10].
 A tie could indicate that the door has a massive hole in the middle, and a broken lock, allowing a sufficiently small person to squeeze through.
 
 \paragraph{Excavation} -- Strength + Caving.
@@ -16,11 +16,11 @@ The \gls{tn} varies greatly, depending upon the type of rock.
 
 \subsection{Downtime Activities}
 
-\paragraph{Crafting a poison} -- Intelligence + Medicine, \tn{4}.
+\paragraph{Crafting a poison} -- Intelligence + Medicine, \tn[4].
 \label{poison}\index{Poisons}
 
 Basic poisons inflict 2 \glspl{fatigue} over the course of \pgls{interval}, then stop.
-People can notice a poison by smell or taste before they drink it, by rolling Wits + Vigilance at \tn{7}.
+People can notice a poison by smell or taste before they drink it, by rolling Wits + Vigilance at \tn[7].
 
 For each point above the \gls{tn}, the poisoner can do any of the following:
 
@@ -33,50 +33,50 @@ For each point above the \gls{tn}, the poisoner can do any of the following:
   Increase the \gls{tn} to notice the poison.
 \end{itemize}
 
-\paragraph{Crafting a sword} -- Strength + Crafts, \tn{12} plus the weapon's \gls{weight}.
+\paragraph{Crafting a sword} -- Strength + Crafts, \tn[12] plus the weapon's \gls{weight}.
 This requires equipment, such as moulds, and a long night.
 It also requires a single level of the Combat Skill.
 
 A tie could indicate a completed sword, with a shattered mould.
 
-\paragraph{Creating a weapon mould} -- Intelligence + Crafts, \tn{7} plus the weapon's total bonuses.
+\paragraph{Creating a weapon mould} -- Intelligence + Crafts, \tn[7] plus the weapon's total bonuses.
 
 Anything with a cost of less than 10 \gls{cp} can be fashioned in less than a day, with only basic woodworking tools.
 
-\paragraph{Creating quiet, full plate armour} -- Intelligence + Crafts, \tn{15}.
+\paragraph{Creating quiet, full plate armour} -- Intelligence + Crafts, \tn[15].
 Moulding silent plate requires planning from the outset -- existing armour cannot be properly modified.
 The parts cost an additional 50\%, and the crafter must have both the Combat and Stealth Skills at level 1.
 
 Every margin on the roll reduces the armour's penalty by 1, to a minimum of -1.
 
-\paragraph{Composing a new song} -- Intelligence + Performance, \tn{10}.
+\paragraph{Composing a new song} -- Intelligence + Performance, \tn[10].
 
 \paragraph{Taming a Horse} -- Intelligence + Wyldcrafting vs Horse's Wits + Brawl.
 
 \subsection{News \& Information}
 
-\paragraph{Finding rumours} -- Charisma + Empathy, \tn{3}.
+\paragraph{Finding rumours} -- Charisma + Empathy, \tn[3].
 
 \label{magicidentification}
-\paragraph{Identifying magical items} -- Intelligence + Academics, \tn{10} (for Pocket Spells), 12 (for Talismans), or 14 (for Artefacts).
+\paragraph{Identifying magical 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 13 when trying to understand a talisman means one understands how to activate it, but not what the talisman will do.
 
-\paragraph{Investigating a rumour} -- Charisma + Vigilance, \tn{14}.
+\paragraph{Investigating a rumour} -- Charisma + Vigilance, \tn[14].
 
-\paragraph{Storytelling} -- Charisma + Academics, \tn{10}.
+\paragraph{Storytelling} -- Charisma + Academics, \tn[10].
 
 \subsection{Schemes \& Plots}
 
-\paragraph{Finding a hidden message in a book} -- Intelligence + Vigilance \tn{7}, vs opponent's Intelligence + Academics.
+\paragraph{Finding a hidden message in a book} -- Intelligence + Vigilance \tn[7], vs opponent's Intelligence + Academics.
 
-\paragraph{Forgery} -- Dexterity + Academics, \tn{8} for a signature (vs the interpreter's Wits + Academics).
+\paragraph{Forgery} -- Dexterity + Academics, \tn[8] for a signature (vs the interpreter's Wits + Academics).
 
 \paragraph{Hide fast!} -- Wits + Stealth.
 
-\paragraph{Letter sealing} -- Dexterity + Academics, \tn{9}.
+\paragraph{Letter sealing} -- Dexterity + Academics, \tn[9].
 \label{letterSealing}
 Proper seals have more than a blob of wax to keep them safe.
 Ultra secret letters have parts of the paper cut, then pierce the middle, and loop back around the outside.
@@ -84,38 +84,38 @@ While anyone can open these letters, opening them without breaking the seal (so
 Failure indicates that the letter's seal breaks moments later, as the paper has been cut too thin.
 A tie indicates nothing special -- but of course opening the letter won't be quite the challenge it could be.
 
-Opening such a letter and resealing it properly requires an Intelligence + Academics roll, at \tn{14}, plus the margin of whoever sealed the letter originally.
+Opening such a letter and resealing it properly requires an Intelligence + Academics roll, at \tn[14], plus the margin of whoever sealed the letter originally.
 
 \paragraph{Picking a lock} -- Intelligence + Larceny.
 The \gls{tn} varies from 10 to 18, depending upon the lock's complexity.
 \index{Lockpicking}
 A tie usually indicates that the lock breaks in an obvious manner.
 
-\paragraph{Quick thinking lies} -- Wits + Deceit, \tn{10}.
+\paragraph{Quick thinking lies} -- Wits + Deceit, \tn[10].
 Success indicates the lie sounds plausible.
 A tie indicates the lie only sounds plausible until one thinks about it.
 
-\paragraph{Well planned lie} -- Intelligence + Deceit, \tn{7}.
+\paragraph{Well planned lie} -- Intelligence + Deceit, \tn[7].
 A tie might indicate that the lie has become too convoluted, and the character has become trapped in additional premises.
 
 \subsection{Survival}
 
-\paragraph{Bandaging a wound} -- Wits + Medicine to stop someone bleeding, \tn{7} plus the Damage which caused the bleeding.
+\paragraph{Bandaging a wound} -- Wits + Medicine to stop someone bleeding, \tn[7] plus the Damage which caused the bleeding.
 Each Margin stops 1 point.
 For example, someone stabs a man, inflicting 4 Damage, which then starts to bleed.
 This could cause 4 \glspl{fatigue} in bleeding, and is \gls{tn} ($7 + 4 = $) 11 to stop.
 A healer rolls a grand total of 12, which stops one point of bleeding, so the man only gains 3 \glspl{fatigue}.
 
-\paragraph{Black-Walking} -- Dexterity + Caving, \tn{8}.
+\paragraph{Black-Walking} -- Dexterity + Caving, \tn[8].
 Despite every caver insisting on good supplies, even if they have a good store of alcohol to light smoke-free lamps, even the experts will wind up in the dark sometimes.
 Those who know their environment have a knack for crawling efficiently, feeling the surroundings through their fingertips and beards, and remembering every passage they took in the light simply through the sounds of their own breathing echoing uniquely in every cavern-segment.
 
-\paragraph{Building a shelter} -- Intelligence + Wyldcrafting, \tn{11}.
+\paragraph{Building a shelter} -- Intelligence + Wyldcrafting, \tn[11].
 Each point on the Margin allows an additional person to sleep inside the shelter.
 
 A tie indicates that the shelter holds for a few hours, then collapses.
 
-\paragraph{Curing a poison} -- Wits + Medicine, \tn{10}.
+\paragraph{Curing a poison} -- Wits + Medicine, \tn[10].
 
 Each margin cures 1 \glspl{fatigue} caused by poison by the end of the interval.
 Of course if the roll fails, each failure margin \emph{inflicts} a \gls{fatigue}.
@@ -123,7 +123,7 @@ Of course if the roll fails, each failure margin \emph{inflicts} a \gls{fatigue}
 
 \subsection{Town Activities}
 
-\paragraph{Judging services} -- Wits + Empathy, \tn{9}.
+\paragraph{Judging services} -- Wits + Empathy, \tn[9].
 
 It's never easy knowing whom to hire.
 Every time someone hires someone as part of a service, they should make a roll.
@@ -138,7 +138,7 @@ Given the stakes, people mostly try to hire others based on previous experience.
 
 A tie generally indicates noticing a serious problem with purchased services\ldots just after the purchase completes.
 
-\paragraph{Picking a pocket} -- Dexterity + Larceny, \tn{12} plus the target's Wits + Vigilance.
+\paragraph{Picking a pocket} -- Dexterity + Larceny, \tn[12] plus the target's Wits + Vigilance.
 \index{Pickpocketing}
 
 Stealing in larger, more populated areas, affords many more opportunities, while small villages, where everyone is aware of everyone in their personal space, and rarely carry larger sums of money, raise the \gls{tn} significantly.
@@ -172,15 +172,15 @@ This includes murder, crafting poisons, selling illegal items, et c.
 
 Working well with someone means that someone can gain a good local reputation (perhaps just among mercenaries, dodgy apothecaries, or librarians), while returning from a job with a missing man means a mark on the \gls{pc}'s reputation.
 
-\paragraph{Snatch and run} -- Speed + Larceny \tn{7}, vs the target's Speed + Vigilance.
+\paragraph{Snatch and run} -- Speed + Larceny \tn[7], vs the target's Speed + Vigilance.
 
 \subsection{Travel}
 
 \paragraph{Area knowledge } -- Intelligence + Academics.
 The character recalls local information about important sites.
-Cities are \tn{7}, Towns are 9, and villages are 13.
+Cities are \tn[7], Towns are 9, and villages are 13.
 
-\paragraph{Fording a rapid river} -- Strength + Seafaring, \tn{9}.
+\paragraph{Fording a rapid river} -- Strength + Seafaring, \tn[9].
 
 \index{Gathering Food}\index{Food}
 \paragraph{Gathering Food} -- Wits + Wyldcrafting.
@@ -189,7 +189,7 @@ Of course, these fast excursions from the path, to check out anything that happe
 
 \gatheringChart
 
-\paragraph{Keeping watch over the camp through the night} -- Strength + Vigilance, \tn{7}.
+\paragraph{Keeping watch over the camp through the night} -- Strength + Vigilance, \tn[7].
 Success inflicts 2 \glspl{fatigue} on the person keeping watch.
 
 Staying up all night inflicts 3 \glspl{fatigue}, so a troupe can divide this into the first watch receiving 2 \glspl{fatigue} and the second receiving 1, or any other combination.
@@ -205,12 +205,12 @@ Despite gradual gradients, or sharp ups and downs, a good caver knows exactly ho
 
 Rolling a tie might indicate knowing that one has descended or ascended, but with no idea how much.
 
-\paragraph{Detecting tunnel weaknesses} -- Intelligence + Caving, \tn{9}.
+\paragraph{Detecting tunnel weaknesses} -- Intelligence + Caving, \tn[9].
 Nobody survives long underground unless they can tell if the ceiling might collapse from heavy footfall.
 
 \paragraph{Mending a sail} -- Dexterity + Seafaring.
 
-\paragraph{Navigation open oceans} -- Intelligence + Seafaring, \tn{10}.
+\paragraph{Navigation open oceans} -- Intelligence + Seafaring, \tn[10].
 \index{Navigation}
 \index{Sailing}
 
@@ -221,11 +221,11 @@ Nobody survives long underground unless they can tell if the ceiling might colla
 \begin{itemize}
 
   \item
-    Mountains are \tn{8}.
+    Mountains are \tn[8].
   \item
-    Forests are \tn{11}.
+    Forests are \tn[11].
   \item
-    Marshes are \tn{12}.
+    Marshes are \tn[12].
 
 \end{itemize}
 
@@ -233,7 +233,7 @@ Each failure margin adds 2 Miles to the journey time, so when trying to find a p
 If the roll is an 8, the actual journey would be 18 miles.
 
 
-\paragraph{Placing fires} -- Intelligence + Caving, \tn{8}.
+\paragraph{Placing fires} -- Intelligence + Caving, \tn[8].
 A fire in the wrong place underground can easily choke everyone around to death, or at least until they can't think properly.
 Of course, this provides an excellent weapon of war if one can do it properly.
 Light the wrong type of fire, and heavy smoke will fall down a tunnel instead of rising.
@@ -244,7 +244,7 @@ A successful roll can lower the \gls{tn} for others scaling a mountain equal to
 \subsection{War \& Battery}
 
 \index{Ambushes}
-\paragraph{Planning an ambush} -- Intelligence + Stealth, \tn{10} for villages, 12 for a town, and 8 for a forest.
+\paragraph{Planning an ambush} -- Intelligence + Stealth, \tn[10] for villages, 12 for a town, and 8 for a forest.
 Success indicates that everyone in the party can make a `Sneak Attack' roll.%
 \footnote{\nameref{sneakattack}, \autopageref{sneakattack}.}
 
@@ -253,14 +253,14 @@ Success indicates that everyone in the party can make a `Sneak Attack' roll.%
 \paragraph{Intimidating someone into backing off} -- Strength + Deceit vs the target's Strength + Empathy.
 \index{Intimidation}
 
-\paragraph{Planning an open battle} -- Intelligence + Tactics, \tn{7} vs opponent's Wits + Tactics.
+\paragraph{Planning an open battle} -- Intelligence + Tactics, \tn[7] vs opponent's Wits + Tactics.
 
 Success adds a number of \glspl{ap} equal to the tactician's Tactics Skill, to everyone on the tactician's side on the first round.
 A tie adds the \glspl{ap} to both sides.
 
 \paragraph{Planning a hidden route into a castle} -- Intelligence + Stealth.
 
-\paragraph{Scouting the forest for an enemy camp nearby} -- Speed + Vigilance, \tn{9} plus the enemy's Wits + Vigilance.
+\paragraph{Scouting the forest for an enemy camp nearby} -- Speed + Vigilance, \tn[9] plus the enemy's Wits + Vigilance.
 A tie indicates someone spotted you before you got away.
 Failure indicates not getting away.
 
@@ -326,7 +326,7 @@ The standard \gls{tn} of `7' seems like an average, but it functions more like a
 A professional \gls{npc} would normally have a Skill at +2, and some relevant Attribute at +1 (at least), along with the Specialist Knack,%
 \footnote{See page \pageref{specialist}.}
 granting a +2 bonus.
-If the standard professional has at least a +5 bonus, they will succeed on professional tasks at \tn{12} every time (assuming they take a resting action).
+If the standard professional has at least a +5 bonus, they will succeed on professional tasks at \tn[12] every time (assuming they take a resting action).
 This means a \gls{tn} of 12 isn't monstrously high -- it represents a starting figure for basic professionals.
 
 And if the \emph{average} professional would struggle with a task, then a \gls{tn} of 14 or more fits fine!
@@ -336,8 +336,8 @@ A crappy roll to open a door suggests the massive door has wedged properly shut.
 A fantastic roll to talk to the local lord might indicate he has family in that character's home village.
 Explaining dice results can come easier than making up a situation whole-cloth.
 
-If you interpret the dice rolls as just how well a character has performed that day, a lot of the system will stop making sense; when one \gls{pc} `just fails' to convince a town master to fund their mission, another might step in to `try their luck' (with the dice).
-But if the first player to roll understands that the town master's raging toothache has put him in a foul mood, the rest should understand that the result (or at least the roll) will remain no matter who tries to speak with him.
+If you interpret the dice rolls as just how well a character has performed that day, a lot of the system will stop making sense; when one \gls{pc} `just fails' to convince a warden to fund their mission, another might step in to `try their luck' (with the dice).
+But if the first player to roll understands that the town warden's raging toothache has put him in a foul mood, the rest should understand that the result (or at least the roll) will remain no matter who tries to speak with him.
 This leaves room for some other \gls{pc}, with better stats, to succeed in the endeavour (by using the same roll), but does not encourage a ring of players rolling dice like a bunch of bored gamblers.
 
 \end{multicols}
@@ -348,14 +348,14 @@ This leaves room for some other \gls{pc}, with better stats, to succeed in the e
 
 \noindent
 It's hard to play `the social character'.
-You put all your \gls{xp} into a high Charisma score because you want to build alliances and understand people, then the \gls{gm} asks you to roleplay such an encounter and your natural stutter and slow wit replace the social graces your character should have.
+You put all your \glspl{xp} into a high Charisma score because you want to build alliances and understand people, then the \gls{gm} asks you to roleplay such an encounter and your natural stutter and slow wit replace the social graces your character should have.
 
 It's also hard playing a non-social character.
-You have been lumped with a character with a Charisma Penalty of -4 and by all the gods you intend to roleplay it, so it's time to ask the town master which lady he stole his robe from and then wipe your mouth with the tablecloth.
+You have been lumped with a character with a Charisma Penalty of -4 and by all the gods you intend to roleplay it, so it's time to ask the town warden which lady he stole his robe from and then wipe your mouth with the tablecloth.
 But the other players are not impressed; all they can see is someone intentionally ruining the encounter rather than the fun-loving, amazing improviser that you are.
 
 Consider the following solution: tell the players that if they wish to speak, they must roll Charisma plus Empathy or Wits plus Whatever, then set the \gls{tn} for the encounter.
-Getting information from the drunken patron of a Temple of Ale might be \tn{4} while getting a noble to stop and help might be \tn{10}.
+Getting information from the drunken patron of a Temple of Ale might be \tn[4] while getting a noble to stop and help might be \tn[10].
 The player should not declare the result but make a mental note of the roll's Margin.
 If the Margin is high, they should confidently roleplay someone saying just what the situation appears to demand.
 On the other hand, if the roll was not only a failure but had a high Failure Margin, they should attempt to roleplay the worst kinds of insults -- perhaps because the character is genuinely mean-spirited, perhaps because they are making persistent, accidental faux-pas.
-- 
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