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Rip and tear huge guts
Rip and tear huge guts






All the wounds come rushing back after your Rampage ends. Your HP still decreases (and can go below -10), but with no negative repercussions. Whenever you damage an enemy, ignore all wounds that you suffer in the next round.

rip and tear huge guts

Enemies you collide with this way take d6 bludgeoning damage for every 30' you've moved this turn. It lets you move in any direction, and doubles your speed (stacks with Rockets for Feet). Your attacks deal three additional random elemental damage types.Ĩ. You can move through walls and your attacks hurt ghosts as if the ghosts weren't ghosts.ħ. Anyone you share a destination with must DEX save or take firearm damage equal to your current HP (minimum 1).Ħ. Instead of moving your speed, you can teleport up your move distance to any point in line of sight. You go first in initiative, in addition to your normal initiative count.ĥ.

rip and tear huge guts

You get an extra STR save against all attacks. Can make 3 of those attacks per turn, with a stepped up damage die. Can't make attacks besides unarmed melee attacks. Huge Guts: Enemies have a 1-in-6 chance of dropping a Power-Up.

rip and tear huge guts

Restore HP equal to the number of HD it had. Rip and Tear: When you kill an enemy with a melee attack, it detonates in a shower of gore and healthpacks. Attacks made on turns you move your full speed (without doubling back) can't be dodged, only Taken or Parried. Rockets For Feet: You move twice as fast, dodge twice as far, and can jump up to two times (once midair) as part of any movement action. The first one you get each day is a pistol or SMG, the next is an AR or shotgun, the third is a sniper rifle or rocket launcher, the fourth+ is a legendary gun of any type.

rip and tear huge guts

Lock and Load: You acquire guns from killing enemies as a Vault Hunter does (drop chance of (level+1)-in-6 from enemies, roll (Doom Guy level)d10 for traits), up to (level+1) per day, but they all disappear at the end of the day. Starting Equipment: Flak vest (counts as leather gambeson), helmet, basic pistol, chainsaw w/ 3 doses of gasoline, bad attitude (Chainsaw: as Club when unpowered, consumes dose of gasoline to count as a Greataxe that wounds as if it dealt double damage.








Rip and tear huge guts