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 your will to fight. All Techniques and Spells have their cost increased by (Rank)

- At Rank 3, you risk corruption of your soul when you give into aggression. You take (Rank/2) damage at the end of your turn if you take an Attack action or use a Technique or Spell that deals damage. In addition, all non-Goddess Formed weapons are immediately Rusted , and can't have the condition removed until take out of the desecrated area"

- At Rank 4, the looming dread makes getting rest difficult. Whenever you take a rest, roll Fortitude or Discipline vs DC 15. If you fail, you only recover half the normal number of points, and can't try to rest again until you leave the desecrated area or the GM determines you've accomplished something to restore your hope

- 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


Sanctification

Sanctification exists in those places most holy to the Goddesses; including still-active temples and places of great natural beauty

- A divine peace dissuades you from violence. All your attacks deal (Rank) less damage

- At Rank 2, even concentrated efforts can't insure harm. You must roll to hit with Techniques or Spells as though making a basic attack roll

- At Rank 4, you stand out like a corrupt stain again the background purity. You can not be Hard to Hit r Extremely Hard to Hit in any circumstances

- At Rank 5, you risk falling to divine awe. Whenever you roll to hit, also roll Discipline vs. DC 15. If you fail, you become Cursed before you make the attack