@@ -492,16 +492,16 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
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@@ -492,16 +492,16 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
description={means co\"ordinating the \glsentrytext{deep}, where long caverns spread like veins, the logistics of travel twist and invert, and the dangers change.
description={means co\"ordinating the \glsentrytext{deep}, where long caverns spread like veins, the logistics of travel twist and invert, and the dangers change.
The players decides how many miles to cover, then roll \roll{Dexterity}{Caving}.
The players decides how many miles to cover, then roll \roll{Dexterity}{Caving}.
The \glsentrytext{tn} starts at 8, and each mile raises it by +2.
The \glsentrytext{tn} starts at 6, and each mile raises it by +2.
If the roll fails, the character with the lowest result immediately gains a $1D6$~\glsentrytext{ep} injury from wandering in the dark},
On a tie, the entire group takes an extra \glsentrytext{ep} from skuffs and scrapes, and if the roll fails, the character walking at the front takes $1D6$~Damage from bashing their head, twisting their ankle, or falling down some hole},
}
}
\longnewglossaryentry{blackWalking}{
\longnewglossaryentry{blackWalking}{
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@@ -512,8 +512,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
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@@ -512,8 +512,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
type={mech},
type={mech},
category={rules},
category={rules},
description={means walking in the darkness.
description={means walking in the darkness.
It adds +2 to the \glsentrytext{tn} to travel.
It adds +2 to the \glsentrytext{tn} to travel, so even travelling a short distance becomes dangerous},
On a failure, the character loses one \glsentrytext{interval} to getting lost, in addition to any other results},