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{{Template:Core Rule Header}}
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==Mind==
==Mind==
*Intelligence and Wisdom.
 
*How clever you are.
If you use your mind to your advantage, you could lose the battle, but you wouldn't lose the war.
 
Having an intelligent mind has less to do with natural talent or a stroke of luck and more to do with experience and hard work. You only know what you know through the mistakes you've made and the tragedies you've experienced. No wise man has walked a flawless path, as many would say. A wise man takes both paths–one most followed and one less–to get a better idea of what life is all about.
 
They weigh the consequences of their actions before they act, separating their emotions from reality. While some may call the mind the most unfeeling attribute of them all, it is still the most logical. And as they say, a logical deduction in war can lead to victory. An emotional one, however, only subjects your lives to the gambling table.


==Class==
==Class==

Revision as of 06:29, 3 October 2021

Dicey Dangers, Core Rule Game by Joel Hills

Mind

If you use your mind to your advantage, you could lose the battle, but you wouldn't lose the war.

Having an intelligent mind has less to do with natural talent or a stroke of luck and more to do with experience and hard work. You only know what you know through the mistakes you've made and the tragedies you've experienced. No wise man has walked a flawless path, as many would say. A wise man takes both paths–one most followed and one less–to get a better idea of what life is all about.

They weigh the consequences of their actions before they act, separating their emotions from reality. While some may call the mind the most unfeeling attribute of them all, it is still the most logical. And as they say, a logical deduction in war can lead to victory. An emotional one, however, only subjects your lives to the gambling table.

Class

Deity

See Also

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