Additional Weather Effects

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Desecration

Desecration is most often found around powerful sources of supernatural evil, or in deep underground caverns, where the darkness pools

-Looming dread saps at your will to fight. All Techniques and Spells have their cost increased by (Rank)

-At Rank 3, you risk corruption of your soul. You take (Rank/2) damage at the end of your turn in combat, or every 15 minutes out of combat.

-At Rank 5, you risk losing your sense of reality to the infinite darkness. Whenever you take damage from the weather, roll Discipline v. DC 15. If you fail, you are Blinded until you leave the area of Desecration


Charge

Charged areas occur high in the atmosphere, such as mountaintops or even among the clouds, or among large concentrations of Ancient machinery

-Constant minor shocks stagger your steps. Your Movement is reduced by Rank

-At Rank 2, static build up on anything metallic. Anybody wearing metal armor is treated as Electrified

-At Rank 3, you need to stay still to let the energy dissipate from each swing. You are Off-Balance

-At Rank 4, the air arcs and crackles with energy. You are treated as Soaked for the sake of Shock attacks

-At Rank 5, a literal lightening-storm booms around you. At the end of every round, of every 15 minutes out of combat, the GM rolls 2d6: on a 7 or higher, lightening strikes