Alpha Mutation 11-20

  1. Cloud the Mind – When you cloud the mind of a target near you, you become invisible to that being. The effect ends when you take damage and needs a long rest to be used again.
  2. Confusion – When you confuse a target, it loses direction potentially causing it to attack an ally, lose balance, or simply stand still trying to catch it’s bearing. You must take a long rest before using this action again.
  3. Crushing Gravity – Where you create a zone, gravity becomes 4x normal. Some creatures shrug that off, some take a death blow, it all depends on the creature. The zone never ends and a long rest is needed to use again.
  4. Dark Matter Shroud – When you need to be out of sight, you become a living shadow hidden from all. You turn back on command or when attacked. A long rest is needed to use again.
  5. Dart Cough – When you cough in the face of an enemy, roll+CON. On a hit, enemy becomes poisoned and takes -1 armour. On a miss, the player becomes SICK.
  6. Das Gamma Auge – When you shoot radiation from your eyes, roll +DEX. On a hit, you deal 2d6 radiation damage to target. On a miss, you lose control and deal 2d6 radiation damage to everything you look at for the next few minutes.
  7. Death Reading – When you touch a dead body, you learn its name, cause of death, and one thing important to it. Roll+WIS. On a hit, all is true. On a miss, one thing is a lie.
  8. Density – When you increase your density, you become immobile and take +1 CON. Your density reverts back at will but takes a moment to be ready again.
  9. Devolution – When you devolve a target, it drops a level of intellect, from genius to human to ape to lizard to insect to rock. Take -1 INT  and -1 CHA while active.
  10. Disintegrating Touch – When you touch a target, you break apart it’s molecular bonds cutting through limb or hinge. Roll+CON. On a 3-, your effect stops halfway and your hand is melded with the target.

Original Ability Text for reference:

  1. Who knows what evil lurks in the hearts of men … or whatever the hell that is. Minor Action, Close Burst 5; Target: One creature in burst; Effect: The target can’t see you (save ends). While under this effect, the target doesn’t realize you exist or notice any of your actions; Overcharge: When you use this power, you can roll a d20; 10+: The target takes a -5 penalty to saving throws against this effect; 9 or less: You cloud your own mind and can’t see the target (save ends).
  2. Huh? What? Standard Action, Ranged 5; Target: One creature; Attack: Level + 3 vs Will; Hit: The target is confused (save ends). While the target is under this effect, roll a d6 a the start of its turn to see what it does:; 1-2: It doesn’t take any actions; 3-4: It attacks the nearest creature; 5: It moves away from you at full speed; 6: It acts normally; Overcharge: When you hit with this power you can roll a d20; 10+: You choose the d6 result during each turn the target is confused; 9 or less: You’re also confused until the end of your next turn.
  3. “Let’s make mutant pancakes!” Standard Action, Area Burst 3 Within 10; Effect: The burst creates a zone that lasts until the end of your next turn. Whenever a creature starts its turn within the zone, it is slowed until the start of its next turn and you make the following attack against it.; Attack: Level + Constitution vs. Fortitude; Hit: 2d6 + Constitution modifier + your level physical damage, and you knock the target prone.; Overcharge: When you use this power, you can roll a d20.; 10+: On a hit, the target is also immobilized (save ends).; 9 or less: You are also immobilized (save ends). You can’t save against this effect during the turn you overcharge it.
  4. At your command, motes of dark matter settle on your body. Minor action; Personal; Effect: You gain concealment until the end of the encounter. Overcharge: When you use this power, you can roll a d20. 10+: While this card is readied, you gain total concealment until you are damaged by an attack; 9 or less: You are blinded and dazed (save ends both). You can’t save against this effect during the turn you overcharge it.
  5. That’s one nasty cough! Standard action, ranged 10; Target: One creature; Attack: Level+5 vs. AC; Hit: 2d10+twice your level poison damage, and ongoing 10 poison damage (save ends); Overcharge: When you hit or miss with 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 3d10 poison damage, and ongoing 10 poison damage (save ends). You can’t save against this effect during the turn you overcharge it.
  6. You have “The Gamma Eye” – whatever you look at, you fry. Standard Action, Ranged 20; Target: One creature; Attack: Level + Dexterity vs. Fortitude; Hit: 5d10 + Dexterity modifier + twice your level radiation damage, and the target is dazed and slowed (save ends both).; Miss: Half damage; Overcharge: When you hit with this power, you can roll a d20.; 10+ The attack deals double damage.; 9 or less: You take radiation damage equal to your bloodied value.
  7. Yes, you have to touch the body. And yes, it is pretty creepy. Standard Action, Melee Touch; Target: One corpse; Effect: You learn the target’s name, how it died, and one thing it thought was important.; Overload: When you use this power, you can roll a d20.; 10+: You also animate the corpse for 1 hour. It carries your stuff and obeys your commands, but it won’t fight and it dies if it takes any damage.; 9 or less: You mentally experience the target’s death (save ends). While under the effect, you fall prone and are dazed. You can’t save against this effect during the turn you overcharge it.
  8. Your mass increases drastically, making it tough for others to move you. Benefit: You gain resist 5 to all damage and are immune to forced movement. In addition, you can enter enemy spaces. Whenever you do so, you push the enemy 1 square.; Overcharge: When you start your turn, you can roll a d20; 10+: The resistance to all damage increases to 10 while this card is readied.; 9 or less: You are also slowed while this card is readied.
  9. A mind is a terrible thing to waste. Standard Action, Ranged 10; Target: One creature; Attack: Level + 3 vs Fortitude; Hit: 3d10 + Intelligence modifier + twice your level psychic damage, and the target is dazed and can make only basic attacks (save ends both); Overcharge: When you hit with this power, you can roll a d20; 10+: The target takes a -5 penalty to saving throws against this power; 9 or less: You also hit yourself with this power.
  10. You cause molecular bonds in whatever you touch to fall apart. Standard Action, Melee Touch; Target: One creature or object; Attack: Level + Constitution vs. Reflex; Hit: 4d10 + twice your level physical damage, and ongoing 10 physical damage (save ends).; Special: Objects protected by force fields are immune to disintegration.; 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: You also take 2d10 physical damage
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