Lifesnare
•As an On Turn action the bearer can drop or
restore the safeguards on the weapon.
•While unleashed the weapon glows deep blue and
everyone within melee range of the bearer, including the bearer,
will take 1d10 damage at the end of the bearer’s turn each
round
unless somehow shielded against radioactivity.
•Creatures with one hit die automatically die if so poisoned,
regardless
of the damage roll
Card Comments