Alpha Mutation 91-100

  1. Sympathetic Link – You can link the vitality of two beings. When you link two beings, both take damage when one is hit and both heal when one is healed. A long rest is needed to use again.
  2. Teleportation – You can teleport short distances that you can see.
  3. Tentacles – You grow 2 extra tentacles that can function as less dexterous arms. The tentacles can hold blunt weapons or grab items, but are not so great at using precise things like guns or keyboards.
  4. Time Slide – You can launch yourself 5 minutes in the future. If you reappear and something is in your spot, the object or person is moved regardless of size to make room for you.
  5. Two-Headed – You grow a second head. This extra head gives advice but can argue with you, so you take +1 INT and -1 WIS.
  6. Ultrashriek – When you speak every living creature and person within earshot takes 3d8 damage. After you shriek your voice is horse and you don’t deal any more damage. A few nights rest is needed to use again.
  7. Vampiric Healing – When you drink a living creatures blood, deal 1d6 damage, stun the target temporarily, and heal for health equal to your level.
  8. Venomous Spurs – You gain venomous spurs on your wrists. When you stab someone with your spurs, they lose consciousness for a few minutes.
  9. White Dwarf – You gain an intense gravitational field around you that pulls enemies and objects toward you. The closer the object or enemy is to you the stronger the pull. After you turn the field off it takes a long rest to be used again.
  10. Wings – You grow a pair of large wings and can now fly. Flying uses as much energy as sprinting.

Original Abilities for reference.

  1. You link the life force of one creature to another. What hurts or heals one of them, does the same to the other. Minor Action, Close Burst 5; Target: Two creatures in burst, or you and 1 creature in burst.; Effect: You link the two targets (save ends). Whenever one target takes damage or regains hit points, the other target experiences the same effect. The link ends when either target saves or dies. A willing target can choose not to make a saving throw against this effect.; Overcharge: When you use this power, roll a d20.; 10+: The target takes a -5 penalty to saving throws against this power.; 9 or less: You are dazed until the end of your next turn.
  2. Bamf!; Benefit: You can teleport 10 squares during your turn as a move action.; Special: You can expend this power to teleport 1000 squares (1 mile) as a move action.; Overcharge: When you use this power, you can roll a d20.; 10+: While this card is readied, you also teleport each creature within 5 squares of you 10 squares (or 1 mile if you expend the power).; 9 or less: While this card is readied, at the start of each of your turns, you teleport 1d6 squares in a random direction as a free action.
  3. For the love all that’s holy, what’s growing out of you? Benefit: You grow 2 tentacles, in addition to your normal limbs. You can draw or sheathe a weapon (or retrieve or stow an item stored on you) as a free action instead of a minor action.; Overcharge: When you start your turn, you can roll a d20; 10+: While this card is readied, you can make a basic attack with your tentacles each round as a minor action.; 9 or less: Your tentacles decide to strangle you. You fall prone and are stunned (save ends)
  4. You exit the time stream for a while.; Minor action, Personal.; Effect: You step out of time and are removed from play. While you’re under this effect, creatures have neither line of sight nor line of effect to you, and you have neither line of sight nor line of effect to any creature. In addition, you can’t take any actions except to return to time as an immediate reaction when a creature’s turn ends. You reappear in your square, or in the nearest unoccupied square of your choice, and take your full turn.; Overcharge 10+: While you’re outside of time, time passes quickly for you and you regain all of your hit points.; 9 or less: While you’re outside of time, you lose track of time and don’t return for 1d6 hours.
  5. You grow a second head that watches your back and keeps you from feeling lonely during those long nights. Benefit: You gain a +4 power bonus to Will and don’t grant combat advantage. Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, you can take an extra standard action during each of your turns.; 9 or less: You are dominated by your second head (save ends). While under this effect, your second head resents your allies and tries to attack them or humiliate them.
  6. You unleash a mental shriek that mashes every living brain nearby into gray paste. Standard Action, Close Burst 5; Target: Each creature in burst; Attack: Level + Charisma vs. Will; Hit: 6d8 + Charisma modifier + your level psychic damage, and the target is stunned (save ends).; Overcharge: When you use this power, you can roll a d20.; 10+: The attack deals 4d8 extra psychic damage.; 9 or less: You take 6d8 psychic damage and are stunned while this card is readied.
  7. Go on, sink your fangs in. You’ll feel better. Standard action, Melee touch; Target: One creature; Attack: Level +3 vs. Fortitude; Hit: 3d8 + Constitution modifier + twice your level necrotic damage, and the target is dazed until the end of your next turn. In addition, you regain hit points equal to 5 + your level.; Miss: The power is not expended.; Overcharge: When you hit with this power, you can roll a d20.; 10+ The target takes 3d8 extra necrotic damage.; 9 or less: The target gains vampiric healing and can use it once while this card is readied.
  8. You surround yourself with a shield of intense gravity. Minor Action, Personal; Effect: Until the end of your next turn, whenever a creature starts its turn within 3 squares of you, you pull it 1 square as a free action, and it can’t move away from you during that turn. In addition, you gain a +2 power bonus to all defenses.; Overcharge: When you use this power, you can roll a d20.; 10+: While this card is readied, the range increases to 5 squares, and the power bonus increases to +4.; 9 or less: You are dazed and slowed (save ends both). You can’t save against this effect during the turn you overcharge it.
  9. It’s a Bird! It’s a plane! It’s a – it’s a- heck, I don’t know what it is. Benefit: You grow wings and gain a fly speed of 8, but you must land at the end of your turn, or crash; Overcharge: When you start your turn, you can roll a d20; 10+: You do not need to land at the end of your turn.; 9 or less: As a free action you fly 2d6 squares in a random direction and crash, taking 2d10 physical damage. In addition you fall prone and are dazed until the end of your next turn.
Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s