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Travel
WaterTipos MentalPhysicalDescrição
The old man sat heavily on the stool outside the constabulary office. He removed his straw hat, wiped his brow with his sleeve, and returned the hat to his head. His eyes, shaded by the wide brim, looked out at Yūka. The young girl smiled.
“Young lady, I have been from one side of Rokugan to the other—from Khanbulak to the Islands of Silk and Spice—and I have seen amazing sights. I will tell you this: in all my travels, I have become convinced of three things.” He counted them off on gnarled fingers. “All crows are black, it always rains when you don’t want it to, and Rokugan’s greatest treasure—a prize without equal—is its people.”
Efeitos
The following apply to a character with the Travel passion:
You are not unsettled by foreign customs, and you can comfortably fit in even in strange environments.
After performing a check to travel to a new location or interact with a novel thing (such as a Survival [Water] check to try to identify a new plant, animal, or phenomenon, or a Seafaring [Water] check to travel by boat), you remove 3 strife.
Texto do livro
Core Rulebook · Chapter 2: Creating a Character › Specific Advantages › Specific Passions › Travel (Water) · p. 115
Mostrar o texto como impresso
The old man sat heavily on the stool outside the constabulary office. He removed his straw hat, wiped his brow with his sleeve, and returned the hat to his head. His eyes, shaded by the wide brim, looked out at Yūka. The young girl smiled.
“Young lady, I have been from one side of Rokugan to the other—from Khanbulak to the Islands of Silk and Spice—and I have seen amazing sights. I will tell you this: in all my travels, I have become convinced of three things.” He counted them off on gnarled fingers. “All crows are black, it always rains when you don’t want it to, and Rokugan’s greatest treasure—a prize without equal—is its people.”
Types: Mental, Physical
Effects: The following apply to a character with the Travel passion:
You are not unsettled by foreign customs, and you can comfortably fit in even in strange environments.
After performing a check to travel to a new location or interact with a novel thing (such as a Survival [Water] check to try to identify a new plant, animal, or phenomenon, or a Seafaring [Water] check to travel by boat), you remove 3 strife.
