Alpha Mutation 71-80

  1. Proboscis – You grow a two-foot long face needle like a mosquito. When you attack someone with it, deal 1d4 damage and gain health equal to your level.
  2. Psychic Illusion – You can create one visual illusion. The illusion can be up to the size of a person and looks completely real. If someone touches the illusion it is revealed fake. A long rest is needed to create another illusion.
  3. Psychic Reversal – When you are hit with mental or psychic damage, the attacker takes the damage instead. A long rest is needed to use again.
  4. Quills – You become covered in quills. When you are hit with a melee attack, the attacker takes 1d4 damage.
  5. Radio Head – Any sound you think of, including inner monologue, is broadcast to all nearby radios. If you concentrate you can stop this effect.
  6. Rain Caller – You can create a heavy rainfall in a small 30ft zone. The rain is strong enough that vision becomes impaired and fires are put out.
  7. Light Sleeper – You need far less rest than a normal person. A quick nap has the same effect as a long rest.
  8. Redundant Organs – You develop extra kidneys reducing the effects of poisons. Poisons now last one quarter of their normal time and deadly poisons only make your sick.
  9. Reflexive Teleport – When you swap places with an enemy, roll+DEX. On a hit, the enemy is knocked down. On a miss, you are knocked down.
  10. Rubbery Skeleton – You whole body is now stretchy and elastic. You cannot break a bone anymore and your melee reach is extended by about a yard.

Original abilities for reference:

  1. Your nose grows into a two-foot long stabbing weapon that siphons vital fluids from your foe. No, really. Minor Action Melee 1; Target: One creature granting you combat advantage; Attack: level + 5 vs AC; Hit: 1d6 physical damage, and you regain hit points equal to your level; Effect: You can use this power each turn while this card is readied. Overcharge: When you start your turn, you can roll a d20; 10+: If you hit with this power, you regain hit points equal to twice your level instead; 9 or less: Your proboscis gets in your way. You take a -2 penalty to attack rolls (save ends).
  2. Now this is a KNIFE! Standard Action, close burst 10; Effect: You modify one aspect of the environment in the burst, by adding or subtracting a single illusory object. The object must fit within a square, such as a gun, a dead body, a short bridge, and so on. Any creature that interacts with the object reveals it as illusory, but it seems completely real up to that point. The illusion lasts while this card is readied. Overcharge: When you use this power, you can roll a d20; 10+: Any creature that interacts with the illusion takes 5d8+twice your level psychic damage; 9 or less: You take 5d8+twice your level psychic damage.
  3. I’m rubber, you’re glue. Immediate Interrupt, Personal; Trigger: You take psychic damage from an enemy’s attack; Effect: The triggering enemy takes that psychic damage instead. You still suffer any other effects from the triggering attack; Overcharge: When you use this power, you can roll a d20; 10+: The triggering enemy is also stunned until the end of your next turn. 9 or less: You take one-half the psychic damage instead, and the triggering enemy takes the rest.
  4. You sprout hundreds of needle-sharp quills.; Immedate reaction, Melee 1.; Trigger: An enemy targets you with a melee attack; Target: The triggering enemy; Attack: Level + 5 vs AC; Hit: 1d12 + Strength modifier + twice your level physical damage, and the target takes a -2 penalty to attack rolls (save ends).; Effect: You can use this power a second time while this card is readied.; Overcharge 10+: The target also takes ongoing 5 physical damage (save ends).; 9 or less: You make the attack against yourself and each creature within 3 squares of you. Discard this power after the attack.
  5. You’ve got a song stuck in your head. And so does everyone else. Benefit: You can receive and broadcast analog radio signals. You can transmit any sound you can imagine or are currently hearing, including voice communications and sound. You have a range of 10 miles. ; Overcharge: When you start your turn, you can roll a d20; 10+: Your range increase to 50 miles instead of 10.; 9 or less: You unconsciously broadcast a hostile radio signal that incites anger in all nearby sentient machines and robots. It also draws mobile sentient machines and robots within 1 mile of your location to you.
  6. “Feel the power of RAIN!” Standard action; Close burst 5; Effect: The burst creates a zone of rain that lasts untl the end of your next turn. Any creature within the zone has concealment, and fire attacks deal one-half damage to targets within the zone. While the zone exists, you can spend a minor action at the start of your turn to make the zone persist until the end of your next turn. Overcharge: When you use this power, you can roll a d20. 10+: You call down a lightning bolt. Make an attack against one creature within the sone: Level +3 vs. Fortitude; on a hit, 4d6 + twice your level electricity damage. 9 or less: You take 20 electricity damage as a lightning bolt strikes you.
  7. You redirect a ranged attack to another target.; Immediate Imterrupt, Personal; Trigger: An enemy hits you with a ranged attack; Effect: The triggering attack misses you instead. Choose a creature within 5 squares of you. The triggering enemy rerolls the attack against that target.; Overcharge: When you use this power, you can roll a d20.; 10+: The triggering attack scores a critical hit against the new target.; 9 or less: The triggering attack scores a critical hit against you instead of missing.
  8. Having redundant organs makes you difficult to kill. Plus, you could make a killing on the black market. Benefit: Your maximum hit points, bloodied value, and current hit points are doubled.; Overcharge: When you start your turn, you can roll a d20.; 10+: You gain a +2 bonus to all defenses while this card is readied.; 9 or less: Your new organs don’t fully function and you are dazed (save ends).
  9. You switch places with an enemy.; Immediate interrupt, Ranged 10.; Trigger: You are hit by an attack; Target: One creature; Attack: Level + 3 vs Will; Hit: You and the target teleport, swapping positions. The triggering attack hits the target instead, and misses you if you’re out of range.; Miss: You teleport 3 squares after the triggering attack.; Overcharge 10+: The triggering attack scores a critical on the target.; 9 or less: After you teleport, you fall prone, and are dazed until the end of your next turn.
  10. Your bones and flesh become rubbery and stretchable.; Benefit: You gain resist 5 physical, and your melee reach increases by 1.; Overcharge: When you start your turn, you can roll a d20.; 10+: You gain resist 10 physical instead of 5.; 9 or less: You collapse in a boneless heap (save ends). While under this effect, you are immobilized and can’t attack.
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