1004 B
1004 B
Resonances: Adventurers gain +1 Resonance point every time they kill a potent enemy.
**This value is hidden to the Adventurers.
When the Adventurers reach 5 Resonance points and they die in the depths, they instead resurrect at full HP and can choose a resonance. They can choose one of 3 Resonances, with a Chance of it being corrupted. When corrupted, the resonance is stronger, but has a drawback.
- Corrupted Resonance drawbacks:
- Short-Circuit: You are set ablaze for 5 rounds, taking 1d4 fire damage per round.
- Megalomania: You immediately lose 5 sanity.
- Poison: You take 2d10 damage. This cannot be reduced or negated in any way.
- Physical Vampirism: Make a Fortitude saving throw, if you fail, you’re stunned for one round after the resonance ends.
All Resonances activate instantly unless stated otherwise.
Unless specified, Resonances do not cost actions and cannot be interrupted.
All Resonances can be activated once per long rest unless stated otherwise.