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The majority of difficulty in this game doesn’t come from fights. If left untreated, the character will reach 200 stress and suffer a heart attack, which will either put them on death’s door or kill them outright. The afflicted character is now a danger to the overall survivability of the party. To say that the player loses control of the afflicted character would be an understatement. In addition to giving the character decreased stats, an afflicted party member can increase stress gain for the entire party, actually act on their own while in combat, and can refuse to eat or use camping skills. But it cannot be emphasized enough how disastrous an affliction can be. Virtue is actually largely beneficial and will cause the affected character to gain increased stats and reduce stress gain for the rest of the party. A little stress doesn’t mean all that much, but it is when they reach 100 stress that a character will either gain an affliction or enter a state of virtue.
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Characters gain stress when they deal with things like darkness, entering a dungeon, fights, or some other form of strain. One of the game’s core features is its stress mechanic.
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