Alpha Mutation 41-50

  1. Infravision – You have thermal vision and can see through darkness, fog, invisibility, or any other vision problem.
  2. Inhabit Corpse – When you lose all health, you can forego your Last Breath Move and instead steal the body of a nearby humanoid corpse. The corpse is becomes an exact copy of your old self with half health. A long rest is needed to use again.
  3. Invisibility – You are always invisible. Your clothes and other objects are unaffected.
  4. Kinetic Absorption – When you Defend, on a 12+, you can spend a hold to heal any physical damage that would have hit you.
  5. Know-It-All – Increase Intelligence, Charisma, or Wisdom by 1.
  6. Levitation – You can levitate an object around you. If the object is larger than you, you must take a long rest before you can levitate another object.
  7. Life Leech – When leech life from an organic enemy, roll+CON. On a hit, heal and deal damage +1d6. On a miss, take a disability.
  8. Light Generation – When you generate light from your body, roll+INT. On a hit, it is very bright, blinding enemies temporarily. On a miss, it is dim, simply lighting a room.
  9. Liquid Bones – You can choose to make your body fluid. If you do, you can squeeze through tiny openings and move over water. But, you take -2 STR and CON while ongoing.
  10. LMAO – When you cause one target to not stop laughing, roll+CHA. On a hit, the target doubles over, crying. On a miss, the target giggles and only loses a little concentration.

Original abilities for reference:

  1. You can see thermal energy. Benefit: You can see in darkness and through fog, smoke, and other obscuring conditions. You can also see invisible creatures or objects.; Overcharge: When you start your turn, you can roll a d20.; 10+: You gain a +5 power bonus to Perception checks while this card is readied. ; 9 or less: While this card is readied, you can see only thermal radiation and take a -2 penalty to attack rolls and Perception checks.
  2. You project your mind into a recently dead body, taking it for your own. Immediate Interrupt, Personal; Trigger: An enemy bloodies you or drops you to 0 hit points or fewer.; Effect: Choose any humanoid corpse within 10 squares of you to inhabit. You alter the corpse to be identical to your old self and the corpse becomes you. In addition, you regain hit points equal to your bloodied value. Your gear remains with your old body, which dies.; Overcharge: When you use this power, you can roll a d20.; 10+ You are restored to maximum hit points instead, and you can stand up (in your new body) as a free action.; 9 or less: You are dazed (save ends).
  3. You can finally fight naked, just like you’ve always wanted to. Benefit: You are invisible. Whenever you attack while Invisible, you give away the square you’re attacking from.; Overcharge: When you start your turn, you can roll a d20; 10+: While this card is readied, you don’t give away the square you’re in when you attack; 9 or less: Each creature in a close burst 5 except for you becomes invisible until the end of your next turn.
  4. You absorb your foe’s attack to make yourself stronger.; Immediate Interrupt, Personal.; Trigger: You take physical damage.; Effect: Instead of taking the triggering damage you regain hit points equal to that damage.; Overcharge 10+: You gain a bonus to the next melee attack roll you make before the end of your next turn equal to the triggering damage.; 9 or less: You absorb too much energy from the triggering damage and also take ongoing 10 damage (save ends).
  5. You’re good at pretty much everything you do. And you don’t mind saying so. Benefit: You gain a +10 power bonus to Intelligence, Wisdom, and Charisma-based skill checks.; Overcharge: When you start your turn, you can roll a d20.; 10+: The power bonus increases to +15 while this card is readied.; 9 or less: Whenever you make an Intelligence, Wisdom, or Charisma-based skill check while this card is readied, the GM rolls a die in secret. Odd: No effect. Even: The +10 power bonus becomes a -10 penalty instead.
  6. You levitate yourself of another creature in the air!; Move action, Personal or ranged 10.; Target: You or one ally (or one medium object).; Effect: You move the target vertically up to 5 squares. The target remains at that height until the end of your next turn.; Overcharge 10+: You can target one enemy instead.; 9 or less: You move the nearest non-targeted ally upwards 4 squares, if possible. Then that ally drops to the ground, falls prone, and takes 2d10 physical damage.
  7. You drain another creature’s vitality to bolster yourself.; Standard actiion, Close burst 3.; Target: Each creature in burst.; Attack Level + 3 vs Fortitude; Hit: 5d8 + Constitution modifier + twice your level necrotic damage, and you gain 5 temporary hit points for each target you hit.; Overcharge 10+: you gain 5 + twice your level temporary hit points for each target you hit instead of 5.; 9 or less: After the attack you take 5d8 necrotic damage, and each target gains 5 temporary hit points.
  8. You Generate a blinding burst of light from your body. “Say cheese!” Standard Action, Close Burst 5; Target: Each creature in burst; Attack: Level + 3 vs Reflex; Hit: The target is blinded until the end of your next turn.; Overcharge: When you use this power you can roll a d20; 10+: The target is instead blinded until it saves; 9 or less: You ignite yourself on fire and take ongoing 5 fire damage(save ends). You can’t save against this effect during the turn you overcharge it.
  9. You can liquefy your bones and move like flesh-water. It’s pretty gross. Move Action, Personal; Effect: You shift your speed. During this movement, you can move through enemy spaces (but can’t stop there) and over liquid terrain, and you ignore difficult terrain and can squeeze through openings as small as six inches wide without slowing.; Overcharge: When you use this power, you can roll a d20.; 10+: You can use the power each turn while this card is readied.; 9 or less: You collapse into a puddle of flailing pseudopods and are stunned (save ends). You can’t save against this effect during the turn you overcharge it.
  10. You cause a creature to find hilatiry in everything.; Standard action, Ranged 10.; Target: One creature; Attack level + 3 vs Will; Hit: 4d6 + Charisma modifier + twice your level psychic damage, and the target is dazed and slowed (save ends both).; Overcharge 10+; The tager also falls prone and takes a -5 penalty to savings throws against this power.; 9 or less: You also hit yourself with the power.
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