The affected hero is always the one currently selected at the moment of activation. Many curios have effects such as stress infliction, healing, bleeding, blighting, the application of buffs and debuffs or granting/removing a Quirk that will affect individual heroes. The Antiquarian can cause special treasure to drop when she interacts with curios. There is a fixed pool of items that is used by specific curios, but additional loot due to low light level will be calculated separately and can be dropped even by curios with very specific loot drops. Normally, the use of the correct provision item will trigger a positive effect, removing the chance of negative effects occurring however, there are a few harmless curios that do not display a prompt and are immediately searched when interacted with. Curios will react differently to certain items. Once the party enters a room or segment with a curio, it can be interacted with to activate a prompt the curio can be investigated directly or with the use of a provision item. Unlike obstacles, curios do not prevent passage if not activated it is thus possible to leave them be to minimize risk, especially if there is a lack of correct provision items to trigger their positive effects. Each room may only contain one curio, while corridor segments can contain more than one. Different locations contain different kinds of curios, but some varieties are found throughout all types of dungeon. 5.Curios can be found inside rooms and corridor segments. Build bonds as much as you can here to mitigate the damage that'll be done once you're adventuring again. It's when you're recuperating at an Inn that you can do a lot more, using special Inn items like Whiskey or Card Decks to promote team spirit. Healing and buffing each other can provide positive Affinity, but it's pretty random when you're out in the field and your control is limited. These relationships aren't set in stone - good relationships can still collapse while bad ones can be healed, but we find it's a lot easier for bad relationships to grow organically, especially once characters start having Meltdowns. Consequently a team of best friends is a powerhouse force, while a group of spiteful characters is very likely to fail. Two close characters might heal each other for free or add damage to their attacks, while characters at odds will trip each other up, cause stress damage with insults, or even stop them from healing each other if they don't trust them. These relationships do a lot to help or hinder you, as they effectively provoke random buffs, penalties or even behaviours during combat. You can check on these relationships in the character screens, but when characters reach a certain level either way, they gain a random positive relationship - Inseparable, Respectful, or even Amorous - or a negative one, such as being Hateful or Suspicious. Actions taken in and out of combat can have positive or negative Affinity between two characters, making them like each other more or less. The relationships between individual characters is now a major mechanic, replacing the insanity mechanic of the previous game.
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