Alpha Mutation List 1-10

  1. Adaptive Resistance – When attacked take +1 armour against attacks of that type (like fire, ice, death, nature, normal, etc). This effect lasts until the end of battle and needs a long rest to be ready again.
  2. Adrenal Rage – When you activate your internal rage, gain +1 STR and +1 CON, but take -1 INT and -1 WIS until you end the rage. You must take a long rest after each rage.
  3. All a Dream – When an enemy near you hits you with a direct or area attack, everyone near you dodges the attack. You must take a long rest after each use.
  4. Amnesia Field – You can send an amnesic pulse out that makes everyone in a 10ft radius forget the last 5 minutes. You must take a long rest after each use.
  5. Anti-Life Leech – Take +1 Armour against undead creatures and you are immune to life-leech abilities.
  6. Aquatic Adaptation – You grow gills and can breath underwater and can swim really fast.
  7. Beguiling – When you charm a target, roll+CHA. On a hit, the target overlooks you as a threat. On a miss, the target focuses on you.
  8. Body of Light – Create a 10ft radius light field around you that gives +1d8 damage and sets all enemies inside on fire. The field lasts for a couple minutes and a long rest is needed to use again.
  9. Carapace – This set of natural protection gives +1 Armour but has a weight of 3. Thankfully it is neither clumsy nor stops you from wearing anything else you like.
  10. Center Cannot Hold – People become demoralized and depressed around you giving you a +1 when you Parley standing close to someone.

The Original Effects for each card above are listed below for reference.

  1. That which does not kill us makes me stronger. Shame about you, though… Immediate Interrupt, Personal; Trigger: You take damage; Effect: You gain resist 10 to the damage type of the triggering attack while this card is readied; Overcharge: When you use this power, you can roll a d20; 10+: You are immune to that damage type instead while this card is readied; 9 or less: You also gain vulnerable 5 to all other damage types while this card is readied.
  2. You flood your nervous system with adrenaline and fly into a berserk rage. Minor Action, Personal; Effect: While this card is readied, you gain a +2 power bonus to attack rolls and a +5 power bonus to damage rolls with melee attacks, but you can’t make ranged or area attacks.; Overcharge: When your start your turn, you can roll a d20.; 10+: The power bonus to damage rolls increases to +10.; 9 or less: You must attack your nearest ally during your turn (save ends).
  3. You catch a vision of the future and change your plans accordingly. Immediate Interrupt, Close Blast 3; Trigger: And enemy hits you with a close or area attack; Effect: The attack instead misses you and each target in the blast.; Overcharge: When you use this power, you can roll a d20.; 10+: You can use this power a second time while this card is readied.; 9 or less: You take 2d10 psychic damage, and the triggering attack does hit you
  4. “Hey, anyone remember where I put my pistol?”; Standard action, Area burst 2 within 10; Target: Each creature within burst; Attack: Level +3 vs. Will; Hit: The target forgets all events of the last 5 minutes (save ends). (It’s not usually helpful to give a hungry bear amnesia, but it can be useful when you’ve angered a “new friend.”); Overcharge: When you use this power, you can roll a d20.; 10+: You target each enemy you can see instead.; 9 or less: You forget everything that’s happened to you in the last 24 hours
  5. Nobody better life leech you, or they’ll be sorry. Benefit: You gain resist 10 necrotic. In addition, you are immune to life-leech attacks. When a creature targets you with life leech, it is stunned until the end of its next turn, and its hit point total drops to its bloodied value (or to 1 hit point if it is already bloodied); Overcharge: None.
  6.  All that time you spent in the tub as a youngster is finally paying off! Benefit: You can breathe water, and you gain a Swim speed equal to your speed; Overcharge: At any time, you can roll a d20; 10+: While this card is readied, you can mentally communicate with fish within a mile of you; 9 or less: While this card is readied, you think you can mentally communicate with fish within a mile of you.
  7. Noooo! Pleeeease don’t hurt me! Minor Action, Close Burst 5; Target: Each enemy in burst; Attack: Level + 3 vs. Will; Hit: The target can’t attack you (save ends); Overcharge: When you use this power, you can roll a d20; 10+: The target takes a -5 penalty to saving throws against this power; 9 or less: When the target saves against this effect, it gains a +2 bonus to attack rolls against you while this card is readied.
  8. Your flesh expands into burning light. Standard Action, Close Burst 3; Target: Each enemy in burst; Attack: Level + Constitution vs. Reflex.; Hit: 3d6 + Constitution modifier + your level fire damage.; Effect: The burst creates a zone that lasts until the end of your next turn or until you leave its space. Whenever an enemy ends its turn within the zone, it takes 10 fire damage.; Overcharge: When you use this power, you can roll a d20.; 10+: An enemy that ends its turn within the zone takes 20 fire damage instead of 10.; 9 or less: You target each ally in the burst instead of each enemy.
  9.  Your skin hardens into a thick, tough carapace. Benefit: You gain a +2 power bonus to AC and take a -1 penalty to speed; Overcharge: When you start your turn, you can roll a d20; 10+: While this card is readied, the power bonus to AC increases to +4; 9 or less: You cocoon yourself in your own shell (save ends). While you’re under this effect, the power bonus to AC increases to +10, and you can’t take any actions.
  10.  Your presence induces life-ending despair in others. Yes, more than usual. Benefit: Your presence is disruptive to sentient minds. Whenever a creature ends its turn adjacent to you, it takes 10 psychic damage.; Overcharge: When you start your turn, you can roll a d20; 10+: The psychic damage increases to 15 while this card is readied; 9 or less: You are dazed and take ongoing 15 psychic damage (save ends both).
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