2012 Special Rules

Some of the 2012 Tokens use two new types of energy, and their effects are listed below.

 

Darkrift Energy

·         Originating from the Negative Plane, this deadly form of energy was heretofore unknown to most adventurers.

·         Energy-draining undead (vampire, lich, wight, etc.) are immune to Darkrift energy, but other undead take normal damage from it

·         Smoak’s undead body has become so infused with Darkrift energy, you might say she lives and breathes it...

 

Sacred Energy

·         The yang to Darkrift’s yin, Sacred energy comes from the Positive Plane.

·         It’s exceptionally destructive to undead—they suffer double damage from any source of Sacred energy.

·         Items infused with Sacred power deal normal damage to non-undead monsters.

·         Because of their connection to its source plane, Good-aligned outsiders take no damage from Sacred power.

·         If a weapon with added Sacred damage hits an undead, only the Sacred portion of the damage is doubled.

 

Cold Climate

 

Similar to 2011’s Underwater environment, there are some special rules in 2012 to simulate how characters are affected by glacial conditions. Thankfully, these rules are much less complicated and severe than in 2011.

 

·         Initiative:Because of the numbing effect of a Cold Climate, characters are slower to react to danger. For every party member not protected from the cold, the party suffers a –1 to Initiative rolls. This penalty can be negated by any magical protection that reduces cold damage (Ring of Frost Resistance, Boots of Warmth, etc.), the 2012 Common item Winter Surcoat, or the Uncommon Yeti Cloak.

 

·         Spell Failure:Every time a character casts an offensive spell, the DM will quickly roll a d20. If the result is a “1”, the spell caster’s cold hands have failed him and the spell is wasted. Offensive spells are classified as any spell that does damage or requires an enemy to make a saving throw. This penalty can be negated by any magical protection that reduces cold damage (Ring of Frost Resistance, Boots of Warmth, etc.), the 2012 Common item Caster’s Gloves, or the Uncommon Yeti Cloak.

 

·         Weapon Drop:If a player lands a slide outside the unmodified 11–20 areas on the combat board, they have dropped their weapon (an automatic miss) due to cold hands. It will take them one round to regain the use of any weapon as well as their hands, so any slide of 1–10 means the character loses one round of action. The character cannot attack, cast spells, or take any other action other than attempt to warm-up their hands. This penalty can be negated by any magical protection that reduces cold damage (Ring of Frost Resistance, Boots of Warmth, etc.), the 2012 Common item Mountain Dwarf Mitts, or the Uncommon Yeti Cloak.

Read 1880 times Last modified on Thursday, 20 October 2011 14:39