Chainsaw Hobbit
2012-05-11, 10:07 AM
Redbull Energy Drink
Upon drinking Redbull, the subject gains a +2 bonus to saving throws, a +2 bonus to melee attack rolls, a bonus to melee damage rolls equal to their hit dice, a +10 feet (2 squares) bonus to speed, and DR/- equal to their hit dice. These effects last for one minute (10 rounds).
After five rounds, the adrenaline surge crests and the subject's vision begins to blur. They gain an additional attack action every round for the remaining five rounds, but lose the bonus to attack rolls.
Once these effects end, the subject must make a DC 22 Fortitude Save. If they succeed, they become fatigued for one minute. If they fail by four points or fewer, they become exhausted for one minute and then fatigued for another. If they fail by five points or more, they become exhausted for 1d4 minutes and then fatigued for another 1d4, and take 1 point of permanent constitution damage.
Upon drinking Redbull, the subject gains a +2 bonus to saving throws, a +2 bonus to melee attack rolls, a bonus to melee damage rolls equal to their hit dice, a +10 feet (2 squares) bonus to speed, and DR/- equal to their hit dice. These effects last for one minute (10 rounds).
After five rounds, the adrenaline surge crests and the subject's vision begins to blur. They gain an additional attack action every round for the remaining five rounds, but lose the bonus to attack rolls.
Once these effects end, the subject must make a DC 22 Fortitude Save. If they succeed, they become fatigued for one minute. If they fail by four points or fewer, they become exhausted for one minute and then fatigued for another. If they fail by five points or more, they become exhausted for 1d4 minutes and then fatigued for another 1d4, and take 1 point of permanent constitution damage.