Alpha Mutation 81-90

  1. Sensitive Nose – Your sense of smell is animal like. Always ask the question “What do I smell that’s important” when Discerning Realities for free, even on a miss.
  2. Shadow Person – You gain a shadowy exterior that hides your features. Everyone who looks at you sees you as a generic, medium-sized person.
  3. Shaggy Pelt – You grow a thick furry pelt that protects you from the cold and gives a +1 Armour against melee attacks.
  4. Shimmershield – Your body is surrounded by an electromagnetic force. When attacked by metal weapons, take +1 Armour forward.
  5. Sonic Screech – Your vocal cords mutate giving you a scream that can deafen those around you. When you scream, everyone within earshot becomes deaf.
  6. Sound Imitation – You can imitate any sound you’ve heard. If you mimic a sound in a different way (like using someones voice to say something you want to say), roll+INT. On a hit, you sound just right. On a miss, your imitation is slightly off, noticeable to those familiar.
  7. Static Field – You gain an electric aura. When you deal melee damage with a metal weapon, deal +1d6 damage. A long rest is needed to use again.
  8. Stink Glands – You have developed a serious smell. Living creatures and people will try to avoid you when possible.
  9. Strong as Stone – You become extra strong. Take +1 STR.
  10. Super Genius – You become extra smart. Take +1 INT.

Original Abilities for reference:

  1. “Dude! You ever hear of deodorant?” Benefit: You develop a strong sense of smell. You gain a +10 power bonus to Perception checks and ignore the -2 penalty for attacking an enemy that has concealment.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, you replace each of your Perception check rolls with a 20 and gain a +2 power bonus to attack rolls.; 9 or less: All you can smell is three-month-old gym socks (save ends). While under this effect, you are dazed.
  2. You become a shadowy double from another worldline. People see you as someone they expect to see. Benefit: YOU appear as a generic Medium-sized humanoid. Other creatures see you as a member of their own race. You gain a +5 power bonus to Interaction checks to lie or bluff.; Overcharge: When you start your turn, you can roll a d20; 10+: Whenever you attack, your target grants combat advantage to you while this card is readied.; 9 or less: You don’t gain or grant any benefit from flanking with your allies. In addition, you provoke opportunity attacks from your allies, and they must make those opportunity attacks if possible.
  3. A thick, yeti-like pelt of hair covers your body. It smells like a yeti too.; Benefit: You gain a +1 power bonus to AC and resist 5 cold from your new pelt.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, the power bonus increase to +2, and you gain resist 10 cold instead of 5.; 9 or less: You become tangled in your own pelt (save ends). While under this effect, you are slowed and can’t shift.
  4. You surround yourself with a shimmering shield of electromagnetic force. Benefit: You gain resist 10 physical.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, whenever you take electricity damage, you instead regain that many hit points.; 9 or less: You slide toward the largest metallic object (if any) within 20 squares of you and slam into it; you take 3d8 physical damage and are immobilized (save ends).
  5. You screech with the hunting call of a hawk, magnified 500 times by mutant cords in your throat. Standard Action, Close Blast 3; Target: Each enemy in blast; Attack: Level + Constitution vs. Reflex; Hit: 4d6 + Constitution modifier + twice your level sonic damage, and the target is deafened and weakened (save ends both).; Overcharge: When you use this power, you can roll a d20.; 10+: The attack deals 2d6 extra sonic damage, and you deal half damage on a miss.; 9 or less: You hit yourself with the attack. In addition, you can’t speak while this card is readied.
  6. “Have you ever heard 37 cats scratching a chalboard at once? Want to?”; Benefit: You can perfectly mimic any sound. You gain a +5 power bonus to skill checks related to imitating sound.; Overcharge: When you hear a sonic attack, you can roll a d20.;10+: Before the end of your next turn, as a standard action, you can duplicate the triggering sonic attac if this card is readied.; 9 or less: You can’t speak or make sounds with your voice while this card is readied. (No talking!)
  7. “No, don’t worry. It’s perfectly normal for your hair to stand up like that when I’m nearby. Would I lie?” Benefit: You gain an electrical aura. Whenever an enemy enters a square adjacent to you or ends it turn adjacent to you, it takes 15 electricity damage.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, the electricity damage increases to 25, and you are immune to electricity damage.; 9 or less: You lose any resistance of immunity to electricity and take ongoing 15 electricity damage (save ends).
  8. You develop glands that give off some powerful funk.; Benefit: Whenever another creature starts its turn within 2 squares of you, you (well, your odor) push it 1 square. In addition, until the start of its next turn, it’s slowed and takes a -2 penalty to attack rolls.; Overcharge: When you start your turn, you can roll a d20.; 10+: The creature also takes 10 poison damage.; 9 or less: You take a -2 penalty to attack rolls while this card is readied.
  9. You gain the strength of stone – the good stuff, not that cheap fake tile. Benefit: You are capable of amazing feats of strength and endurance. You gain a +5 power bonus to Athletics checks and a +3 power bonus to Fortitude.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied , whenever you make an Athletics check, replace the roll with a 20. In addition, the power bonus to Fortitude increases to +5.; 9 or less: You are weakened (save ends).
  10. Go ahead and say it: “SOOOPER GENIUS!”; Benefit: You gain a +2 power bonus to AC, Reflex, attack rolls that use Intelligence, Conspiracy, Mechanics, and Science checks. You also instantly discern the stupid ideas of others (ask the GM if you’re not sure). This doesn’t include your own stupid ideas.; Overcharge: When you start your turn, you can roll a d20.; 10+: The power bonus increases to +4 while this card is readied.; 9 or less: You are stunned by the stupidity of others until the end of your turn.
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