![]() ![]() This second kind of trait can either be an adversion or an affinity for that specific activity. They can develop quirks that affect them in combat, as well as traits that affect which type of stress activity they can do. The specific quirk will usually vary depending on the specific activity they were doing. but basically they can go missing temporarily (usually just one week), develop a positive quirk, develop a negative quirk, and in the case of drinking and gambling, they might lose some money or an item they were carrying. And I've heard you can also develop Calm, but I don't think I've ever seen this happen, maybe it got removed, maybe I just never had it happen, maybe I forgot it did.Īnd I don't really know all the outcomes for everything off the top of my head, especially since I mostly just use meditation. ![]() ![]() Oh and I forgot that while meditating they can also develop the "Unquiet Mind" quirk which means they can't Meditate in town (but this can be removed). And they can also gain two positive quirks: Improved(?) Balance which gives resist to movenent in combat, and another which gives them more stress relief from meditating in town and maybe better stress heal in camp. Meditation can also give the "negative" quirk "Enlightened" which means they can only meditate for relieving stress. When meditating they can go off on a "vision quest for enlightenment" and go missing for a week or two. Well, I already listed everything I know for meditation Originally posted by Freezerburn: But with different things that might happen? ![]()
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