Alpha Mutation 61-70

  1. Narcolepsy – When you cause a target to have narcolepsy, the target falls into a light sleep when attacked. You may only have one narcolepsy active at once.
  2. Neutron Emission – When you unleash a surge of radiation, any object close to you takes one effect you choose: visibly sick, exposed skin and clothing set on fire, 1d6 radiation damage. You spew radiation for a few minutes and must take a long rest before using again.
  3. Object Reading – When you touch an item, roll+WIS. On a hit, you learn the face and name of the last person to own the item as well as the reason they got rid of it. On a miss, you learn only the face and name.
  4. Pants on Fire – When you are knocked back or stunned, you erupt in a fiery explosion. Everyone close to you takes 1d6 damage and is set on fire. A long rest is needed to use again.
  5. Phase Strike – When you focus for a moment, phase shift a target causing it to vibrates between realities, roll+WIS. On a hit, the target is stunned and takes 1d4 damage. On a miss, the target is knocked back.
  6. Phasing – When you focus for a moment, phase shift yourself causing you vibrate between realities, roll+WIS. On a hit, you take half damage for the rest of the battle. On a miss, you take the disability Confused. You cannot use Phasing while confused.
  7. Phobia Projection – When you instill fear in a target, choose an object or monster for the original target to become afraid of and flees from. A long rest is needed to use again.
  8. Plaything – When you force control over another person, roll+CHA. On a hit, you can make them do one action. On a miss, they lash out at you.
  9. Polar Aura – When you become extremely endothermic, you suck all heat from your surrounding resisting any cold damage and slowing all creatures close to you. This effect lasts 5 hours. A long rest is needed to use again.
  10. Power Mimic – You can copy one ability you’ve seen today. A long rest is needed to use again.

Original abilities for reference:

  1. Nighty-night! Standard action, ranged 10; Target: One creature; Attack: Level+3 vs. Will; Hit: You inflict narcolepsy on the target (save ends). While under this effect, whenever an attack hits the target, it falls unconscious until the start of its next turn; Overcharge: When you hit with this power, you can roll a d20; 10+: Your target takes a -5 penalty to saving throws against this power; 9 or less: You fall unconscious (save ends). You can’t save against this effect during the turn you overcharge it.
  2. Talk about a walking bomb! Standard Action, Personal; Effect: Until the end of your next turn, any living creature that starts its turn within 3 squares of you takes 10 radiation damage. In addition, it gains vulnerable 10 radiation and is weakened (save ends both).; Overcharge: When you use this power, you can roll a d20.; 10+: While the effect exists, you can spend a minor action at the start of your turn to make the effect persist until the end of your next turn.; 9 or less: After the effect, you take 10 radiation damage. In addition, you gain vulnerable 10 radiation and are weakened (save ends both). You can’t save against this effect during the turn you overcharge it.
  3. You can read psychic impressions within objects that have been handled by a creature. Minor Action, Melee Touch; Target: One object; Effect: You gain a mental image of the last living creature to own or carry the target, if that creature handled the target for at least an hour. You also learn the creature’s name (if it has one), and how the creature lost or gave away the object. You can use this power each turn while this card is readied.; Overcharge: None.
  4. Your body flares with white-hot fire, burning away all that hinders you. And your pants. No Action, Personal; Trigger: You start your turn and are dazed, immobilized, restrained, slowed, or stunned; Effect: One triggering condition on you ends, and each creature adjacent to you takes 3d6 + twice your level fire damage; Overcharge: When you use this power, you can roll a d20; 10+: You can take an extra standard action during this turn; 9 or less: You burn too bright and fall unconscious (save ends).
  5. You shift your enemy out of phase for a short time, which disorients it. Standard action, Melee or ranged; Target: One creature; Attack: Level + Wisdom vs. Will; Hit: 2[W] + Wisdom modifier + your level physical damage, and the target is stunned and takes ongoing 5 physical damage (save ends both). Overcharge: When you use this power, you can roll a d20; 10+: The attack deals 2[W] extra physical damage; 9 or less: Your attack misses because your weapon temporarily vanishes (save ends).
  6. You shift your atomic structure out of phase with this reality.; Immediate interrupt, Personal.; Trigger: You are hit by an attack; Effect: Until the end of your next turn, you take half damage from attacks and ignore difficult terrain.; Overcharge 10+: You can also move through blocking terrain and through enemies’ squares, but you must still end your turn in an unoccupied square.; 9 or less: You cease to exist and are removed from play (save ends). While you’re under this effect, creatures have neither line of sight nor line of effect to you, and you can’t take any actions. When this effect ends, you reappear in your square, or in the nearest unoccupied square of your choice, and you are dazed until the end of your next turn.
  7. Soul beshes! Why did it have to be soul beshes?; Standard action, Ranged 10.; Target: One creature; Attack: Level + 3 vs Will; Hit: Choose one creature or square within 10 squares of you. During the target’s turn, it must move at least 1 square away from that creature or square (save ends). If the target can’t move away during its turn, it takes no actions that turn.; Overcharge 10+: You also attack each creature adjacent to the primary target.; 9 or less: You also hit yourself with the power.
  8. You lock telekinetic hooks into your foe and do the puppet master routine. Standard Action, Ranged 20; Target: One creature; Attack: Level + Intelligence vs. Fortitude; Hit: 3d10 + Intelligence modifier + twice your level force damage.; Effect: While this card is readied, slide the target 2 squares as a free action at the start of each of your turns.; Overcharge: When you hit with this power, you can roll a d20.; 10+: While this card is readied, slide the target 5 squares instead of 2.; 9 or less: While this card is readied, the target slides you 2 squares as a free action at the start of each of its turns.
  9. You drain heat from your surroundings, including nearby creatures. Brrr! Minor Action, Personal; Effect: Until the end of your next turn, you gain resist 20 cold, and whenever a creature starts its turn within 2 squares of you, it takes 10 cold damage and is slowed until the end of its turn.; Overcharge: When you use this power, you can roll a d20.; 10+: The range of the effect is 3 squares instead of 2, and a creature takes 15 cold damage instead of 10.; 9 or less: You freeze yourself and can’t move or attack until the end of your next turn.
  10. You copy someone else’s mutation. Choose wisely! Minor Action; Close Burst 5; Target: One ally in burst with a readied Alpha Mutation.; Effect: Choose one Alpha Mutation the target has readied. You gain the Alpha Mutation’s benefit until the end of your next turn, or you can use its power once before the end of your next turn. The target’s Alpha Mutation is unaffected.; Overcharge: When you use this power, you can roll at d20.; 10+ You gain the Alpha Mutation’s benefit until the end of the encounter instead, or you can use its power once before the end of the encounter.; 9 or less: A random enemy of the GM’s choice gains the same benefit or power use as you from the chosen Alpha Mutation.
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