Re: A rulebook!
08:38, Wed 07 Aug: Thunderbird rolled 135 using 7d80 with rolls of 19,25,31,10,32,3,15. deck.
The cards are in the order that I would like them
Molecular Instability (A; C; Dark, Physical) “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.
Healing Roots (A; U; Bio, Healing) You extrude rootlike tendrils into the
ground, drawing nourishment. No Action, Personal; Trigger: You use a second
wind or start your turn unconscious.; Effect: You regain hit points equal to
your bloodied value. Until the end of your next turn, you are immobilized and
ignore forced movement effects.; Overcharge: When you use this power, you can
roll a d20.; 10+: You end all conditions affecting you.; 9 or less: The effect
gains the following aftereffect: You are immobilized (save ends).
Crushing Gravity (A; U; Dark, Physical, Zone) “Let’s make mutant pancakes!”
Standard Action, Area Burst 3 Within 10; Effect: The burst creates a zone that
lasts until the end of your next turn. Whenever a creature starts its turn
within the zone, it is slowed until the start of its next turn and you make
the following attack against it.; Attack: Level + Constitution vs. Fortitude;
Hit: 2d6 + Constitution modifier + your level physical damage, and you knock
the target prone.; Overcharge: When you use this power, you can roll a d20.;
10+: On a hit, the target is also immobilized (save ends).; 9 or less: You are
also immobilized (save ends). You can’t save against this effect during the
turn you overcharge it.
Proboscis (A; C; Bio, Healing, Physical) our 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).
Body of Light (A; U; Dark, Fire, Zone) Your flesh expands into burning
light. Standard Action, Close Burst 3; Target: Each enemy in burst; Attack:
Level + Constitution vs. Reflex.; Hit: 3d6 + Constitution modifier + your level
fire damage.; Effect: The burst creates a zone that lasts until the end of your
next turn or until you leave its space. Whenever an enemy ends its turn within
the zone, it takes 10 fire damage.; Overcharge: When you use this power, you
can roll a d20.; 10+: An enemy that ends its turn within the zone takes 20 fire
damage instead of 10.; 9 or less: You target each ally in the burst instead of
each enemy.
Mind Switch (A; C; Psi) 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.
Psychic Illusion (A; C; Psi, Psychic) 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.