Adds +2 to all saving throws and gain Free Movement
Free Movement: Immunity to hold, paralyze, and slow Spells or effects, as well as a spider’s webbing or similar sticky substances. It also negates underwater movement penalties. It does not prevent the character from being constricted or swallowed. Free Movement used to be called Free Action, but it was changed to avoid having the same term mean two different things.
Add +3 to all saving throws and suffer 2 points of Eldritch damage every time you succeed on a saving throw.
The drawback to this cloak triggers even if its power was not responsible for the save’s success. E.g., if you needed to succeed on a DC 12 Will save and you rolled a natural 18, you would still take 2 Eldritch damage–even though you would have succeeded on the roll if you were not wearing this cloak.
After sliding this weapon token, the player immediately (before another player performs an attack slide) slides another unused* puck. With a bit of sliding skill, this secondary puck can be used to bump another combat slider into a higher AC zone. The secondary puck does not count as either a hit or miss and does not deal any damage.
In Virtual True Dungeon, instead of sliding a second puck, the wizard player attacking with this weapon may give one other player (not themself) who has not yet attacked that round a +5 To Hit bonus on their next attack roll.
If this token is turned in immediately after a failing a saving throw, that saving throw may be re-rolled. The re-rolled saving throw gains a +10 bonus.
Adds +1 to all saving throws and the player is allowed to re-roll any saving throw result of 1. If two consecutive 1’s are rolled (for a single saving throw), the save fails. This is an “always on” power.
The re-roll a 1 power can be invoked multiple times per room–but any given saving throw result of 1 may only be re-rolled once. E.g., on round one, you roll a 1 for a Will save.