Alpha Mutations 21-30

  1. Download EgoWhen you lose all health, you can forego your Last Breath Move and instead switch bodies of a nearby enemy. You are no longer who you were, you are now your target. Everything but your stats change.
  2. Empathic Healing – Heal one nearby ally for 1d4 health. You must have a deep conversation with an ally to use again.
  3. Evolved Equilibrium – Increase dexterity by 1.
  4. Explosive Pods – When you throw the pod that grows out of your back, it will explode and deal 1d6 damage to anyone close to it. It takes a day to grow a pod and only one pod grows at a time.
  5. Extra Arm – You grow an extra arm that can do what a normal arm does. If it holds an extra weapon deal one die size lower as extra damage (if you deal 1d10 then deal an extra +1d8).
  6. Fast Healing – Whenever you take damage, focus for a moment and heal back 1d4 health. If you cannot focus you cannot heal.
  7. Feelers – Your long whisker-like feelers can ‘see’ people or creatures who are close by you even if invisible, obscured, or blocked by terrain.
  8. Fire Wings – When you sprout flaming wings, roll+DEX. On a hit, you can fly for a short duration or attack a target close to you dealing +1d6 damage and set them on fire. On a miss, you set yourself on fire.
  9. Footus Ginormicus – You grow comically large feet. You become proficient at swimming and moving over soft ground, but you become worse at dancing.
  10. Force Field Generation – Whenever you create a force field, an invisible wall roughly 25 yards by 10 yards is made that stops all physical movement. The wall lasts only a few minutes before dissolving. A long rest is needed to use again.

Original text for reference:

  1. Even as your vision goes dark, you transfer an imprint of your intellect into your foe’s mind. No Action, Melee 1; Trigger: You drop to 0 hit points or fewer.; Effect: You dominate one creature adjacent to you (save ends).; Overcharge: When you use this power, you can roll a d20; 10+: The dominated creature must roll a 16 or higher to succeed on its saving throw to end the domination effect.; 9 or less: When this effect ends, the dominated creature dominates you (save ends).
  2.  I feel your pain. Minor Action, Close Burst 3; Target: One ally in burst. Effect: The target regains hit points equal to 5+ your level and can make a saving throw.; Overcharge: When you use this power you can roll a d20; 10+: You can target two or three allies in the burst. ; 9 or less:You loose hit points equal to your bloodied value.
  3.  You can stand on one foot, rub your belly, and tap your head all at the same time. Benefit: You can’t be knocked prone, pulled, pushed, or slid unless you want to be. Overcharge: When you start your turn, you can roll a d20. 10+: When you move, you don’t provoke opportunity attacks while this card is readied. 9 or less: While this card is readied, if you move more than half your speed with a single action on your turn, you lose the normal benefit of this power during this turn and fall prone at the end of the movement.
  4. You grow a seed pod from your body that you can pull off and throw. Standard Action, Area Burst 2 within 10 squares; Target: Each creature in burst; Attack: Level + Strength vs. Reflex; Hit: 3d8 Strength modifier + twice your level fire damage, and you knock the target prone. Overcharge: When you hit with this power, you can roll a d20; 10+: You grow a new pod at the start of your next turn and can use this power a second time while this card is readied.; 9 or less: You also accidentally cause another pod on your body to explode. Make another attack again, centered on your own square.
  5.  “Guess how many fingers I’m holding behind my back. No, twelve!”; Benefit: You grow an additional arm. You can use it to carry a shield, help wield a two-handed weapon, carry an extra one-handed weapon, and so on. If you carry an extra weapon, you can make a basic attack with that weapon once per round as a minor action.; Overcharge: When you start your turn you can roll a d20.; 10+ While this card is readied, you grow a second new arm. You can wield an additional two-handed weapon with both new arms.; 9 or less: you existing arms shrink into your body until the end of your next turn. You drop everything you are holding.
  6.  “It was only a scratch.” Benefit: Whenever you start your turn and have at least 1 hit point, you regain 5 hitpoints. In addition, when you take a second wind, you regain 10 additional hit points.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, you regain 10 hit points at the start of your turn instead of 5.; 9 or less: You are covered in scar tissue from too much healing(save ends). While under this effect, you are slowed and take a -2 penalty to attack rolls. You can’t save against this effect during the turn you overcharge it.
  7. Hey! Watch where you’re putting those things! You can see creatures or objects within 2 squares of you that are invisible, obscured, or on the other side of blocking terrain, if those creatures are in contact with the ground or a similar surface.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, you can see creatures or objects within 3 squares of you instead of 2, and your melee reach increases by 1.;9 or less: You are covered in fleshy nodules (save ends). While under this effect, you take a -2 penalty to attack rolls and to all defenses.
  8. You sprout wings of fire! Benefit: You manifest fire wings and gain a fly speed of 8. In addition, once while this card is readied, you can shift 4 squares as a standard action and make a melee basic attack against each different creature you move adjacent to during the shift. Each attack deals 1d6 extra fie damage.; Overcharge: When you start your turn, you can roll a d20; 10+: You can shift 8 squares instead of 4; 9 or less: You fall prone instead of shifting.
  9. You grow enormous clown feet. ; Benefit: You gain a swim speed equal to your land speed and ignore difficult terrain from soft ground such as snow or mud.; Overcharge: Really?
  10. You project an invisible, inpenetrable wall of force nearby. Minor Action , Area Wall 12 within 10 squares; Effect: You create an invisible wall of force up to 12 squares long. The wall is up to 4 squares high, and it lasts until the end of your next turn. It blocks all movment and line of effect.; Overcharge: When you use this power you can roll a d20.;10+: While the wall exists, you can spend a minor action at the start of your turn to make the wall persist until the end of your next turn.; 9 or less: You are dazed until the end of your next turn.
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