Alpha Mutation 51-60

  1. Machine Command – When you force your will on a machine, roll+INT. On a hit, the machine will execute a command of your choosing. On a miss, the machine runs an error and reboots.
  2. Mandibles – You grow giant mandibles. When you bite an enemy, deal +1d6 messy damage.
  3. Metal Body – Your skin turns to shiny metal giving +1 Armour.
  4. Mind Killer – When you cause a target to see a giant terrifying monster, roll+CHA. On a hit, it becomes afraid and flees in terror. On a miss, the target acts courageous and attacks you ferociously.
  5. Mind Switch – When you switch the minds of two creatures, roll+INT. On a hit, choose when the spell ends, if ever. On a miss, the GM chooses when the spell ends, if ever.
  6. Mind Trick – When you tell one person a false fact, roll+CHA. On a hit, the believe you completely. On a miss, they sense your lie and lose trust.
  7. Mirror Body – Your body is a mirror. When you are hit with an energy attack and defend, you can spend a hold to reflect half the damage back to the enemy and take half damage.
  8. Molecular Instability – Choose an inorganic target you can see and is no bigger than your thumb. When you cause its molecular bonds to break down, the target disintegrates.
  9. Multiattack – Your hands move so fast, when you attack with two weapons, you deal best of two damage rolls.
  10. My Name is Mud – All around you the ground has the consistency of thick mud. Things can sink, slip, or topple. Once you leave it turns back to normal.

Original ability for reference:

  1. You telepathically seize control of a robot, computer, or similar device. Standard Action Ranged 10; Target: One android, robot, computer, or vehicle; Attack: level + 3 vs Will; Hit: You dominate the target (save ends).; Aftereffect: The target is dazed (save ends).; Special: You can cause a target that does not normally take actions, such as a vehicle or excavator, to operate as you direct – for example, you could order a robot excavator to dig a trench. 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: The target gets a +5 bonus to attack rolls against you while this card is readied.
  2. You manifest large mandibles and take an enormous bite out of your enemy. Standard Action, Melee 1; Target: One creature; Attack: Level + Strength + 2 vs. AC; Hit: 2d8 + Strength modifier + twice your level physical damage. In addition, while you remain adjacent to the target, it is immobilized and takes ongoing 5 physical damage (save ends both).; 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: After the attack, you are blinded (save ends).
  3. “Hey tin man, enough with the squeaking. And do something about that glare!” Benefit: Your skin changes to shiny, banded metal. You gain a +1 power bonus to AC, and your maximum hit point value increase by 15.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, the power bonus to AC increases to +2, and your maximum hit point value increases by 30 instead of 15.; 9 or less: Your metal skin grows too thick, and you make like a metal statue (save ends). While under this effect, you are stunned.
  4. You impart a phantasmal image of the most fearsome creature imaginable directly into your foe’s unprotected brain. Standard Action, Ranged 20; Target: One creature; Attack: Level + Charisma vs. Will; Hit: 3d10 + Charisma modifier + twice your level psychic damage, and ongoing 10 psychic damage (save ends).; Overcharge: When you hit with this power, you can roll a d20.; 10+: If the target is bloodied after the attack, it falls unconscious (save ends).; 9 or less: You fall unconscious (save ends). You can’t save against this effect during the turn you overcharge it.
  5. You switch the minds of two creatures. Standard action, ranged 10; Target: One enemy; Effect: The target is dominated (save ends) by you or a willing ally within 10 squares of the target. While the target is dominated, it dominates the creature dominating it.; Overcharge: When you start your turn, you can roll a d20; 10+: The target takes a -5 penalty to saving throws against this power.; 9 or less: You are also stunned(save ends). You can’t save against this effect during the turn you overcharge it.
  6. “These aren’t the mutants you’re looking for.” Free Action, Ranged 20;Trigger: You make an Interaction check; Effect: You gain a +10 power bonus to the check, and one creature you are interacting with believes whatever you say as part of the check.; 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: The creature you’re making the Interaction check against now believes the exact opposite of whatever you intended. It also becomes aware that you tried to manipulate its mind.
  7. Your body becomes covered with a mirror finish, so you can show your enemy just how ugly it is. Immediate interrupt; Ranged 5; Trigger: An attack hits you; Target: One creature; Attack: Level +3 vs. Reflex; Hit: The triggering attack also hits the target. Overcharge: When you hit with this power, you can roll a d20. 10+: You take one-half damage from the triggering attack. 9 or less: Until the end of your next turn, whenever you attack, you automatically hit yourself, in addition to any targets you hit normally.
  8. “You know, molecular bonds aren’t as strong as people think…” Standard Action, Ranged 10; Target: One creature or object; Attack: Level + 3 vs. Fortitude; Hit: 4d8 + twice your level physical damage, and the target is slowed (save ends).; Overcharge: When you hit with this power, you can roll a d20.; 10+: The attack deals 2d8 extra physical damage, and the target is turned to stone (save ends). While under this effect, the target can’t take any actions and gains resist 20 to all damage.; 9 or less: You take 5d8 + twice your level physical damage, and are turned to stone as above (save ends). You can’t save against this effect during the turn you overcharge it.
  9. You attack in a blinding flurry of weaponry. Standard action, Melee or ranged; Requirement: You must be wielding two weapons.; Effect: Make two basic attacks with your primary weapon and one basic attack with your secondary weapon. You can shift 1 square after each attack.; Overcharge: When you use this power, you can roll a d20.; 10+: You can use this power a second time on your next turn if this card is readied.; 9 or less: After the attack, you drop each weapon you’re holding 1d6 squares away from you in a random direction.
  10. You’re a walking mudslide. Benefit: The ground has the consistency of mud around you. Whenever an enemy ends its turn adjacent to you, it is restrained (save ends).; Aftereffect: The target is slowed (save ends).; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, enemies restrained by this power are also weakened (save ends both).; 9 or less: You fall prone and are restrained (save ends).
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