RolePlay onLine RPoL Logo

, welcome to Gamma World 4E: Into The Sprawl

00:37, 24th April 2024 (GMT+0)

Alpha Mutations.

Posted by The ShadowFor group 0
The Shadow
GM, 470 posts
Tue 9 Nov 2010
at 11:25
  • msg #1

Alpha Mutations

Party Deck

Bedlam Jones: Shaggy Pelt, Infravision

Rose: Tentacles, Object Reading

Thunderbird: Body of Light

Crinkles: Download Ego

Ophelia: Das Gamma Auge

Arcus: Shimmershield

Link to list with descriptions: http://community.wizards.com/g...ost_num=54#469941205

01 Wings
02 Tentacles
03 Mind Switch
04 Radio Head
05 Narcolepsy
06 Hyper-Balance
07 Liquid Bones
08 Adrenal Rage
09 Dart Cough
10 Proboscis
11 Metal Body
12 Sensitive Nose
13 Hands of Time
14 Hands of Power
15 Molecular Instability
16 Huge Arms
17 Death Reading
18 Machine Command
19 Psychic Illusion
20 Object Reading
21 Mandibles
22 Accelerated Claw
23 Gigantism
24 Sonic Screech
25 Healing Roots
26 Flurry of Bodies
27 Duality
28 I, Battery
29 Phase Strike
30 Shimmershield
31 Crushing Gravity
32 Body of Light
33 Neutron Emission
34 Strong as Stone
35 Sympathetic Link
36 All a Dream
37 Ultrashriek
38 Polar Aura
39 Multiattack
40 Plaything
41 Redundant Organs
42 Invisibility
43 Density
44 Fire Wings
45 Explosive Pods
46 Center Cannot Hold
47 Mind Trick
48 Download Ego
49 Shadow Person
50 Static Field
51 White Dwarf
52 Pants on Fire
53 Das Gamma Auge
54 My Name is Mud
55 Inhabit Corpse
56 Know-It-All
57 Explode!
58 Mind Killer
59 Hyperactive
60 Disintegrating Touch
61 Accelerated Reflexes
62 Adaptive Resistance
63 Anti-Life Leech
64 Aquatic Adaptation
65 Beguiling
66 Carapace
67 Cloud the Mnd
68 Confusion
69 Devolution
70 Psychic Reversal
71 Empathic Healing
72 Extra Arm
73 Fast Healing
74 Feelers
75 Footus Ginormicus
76 Force Field Generation
77 Infravision
78 Light Generation
79 Shaggy Pelt
80 Sound Imitation
This message was last edited by the GM at 07:48, Sun 25 Oct 2015.
The Shadow
GM, 477 posts
Fri 12 Nov 2010
at 17:29
  • msg #2

Mutations in play

Aquatic Adaptation (Bio)
All that time you spent in the tub as a youngster is finally paying off! Benefit: You can breathe water, and you gain a Swim speed equal to your speed; Overcharge: At any time, you can roll a d20; 10+: While this card is readied, you can mentally communicate with fish within a mile of you; 9 or less: While this card is readied, you think you can mentally communicate with fish within a mile of you.

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.

Confusion (Psi) Huh? What? Standard Action, Ranged 5; Target: One creature; Attack: Level + 3 vs Will; Hit: The target is confused (save ends). While the target is under this effect, roll a d6 a the start of its turn to see what it does:; 1-2: It doesn't take any actions; 3-4: It attacks the nearest creature; 5: It moves away from you at full speed; 6: It acts normally; Overcharge: When you hit with this power you can roll a d20; 10+: You choose the d6 result during each turn the target is confused; 9 or less: You're also confused until the end of your next turn.

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.

Dart Cough (A; C; Bio, poison)
That's one nasty cough! Standard action, ranged 10; Target: One creature; Attack: Level+5 vs. AC; Hit: 2d10+twice your level poison damage, and ongoing 10 poison damage (save ends); Overcharge: When you hit or miss with this power, you can roll a d20; 10+: You can use this power a second time while this card is readied; 9 or less: You take 3d10 poison damage, and ongoing 10 poison damage (save ends). You can't save against this effect during the turn you overcharge it.

Das Gamma Auge (A; R; Dark, Radiation)
You have “The Gamma Eye” – whatever you look at, you fry. Standard Action, Ranged 20; Target: One creature; Attack: Level + Dexterity vs. Fortitude; Hit: 5d10 + Dexterity modifier + twice your level radiation damage, and the target is dazed and slowed (save ends both).; Miss: Half damage; Overcharge: When you hit with this power, you can roll a d20.; 10+ The attack deals double damage.; 9 or less: You take radiation damage equal to your bloodied value.

Devolution (A; S; Dark, Psychic)
A Mind is a terrible thing to waste. Standard Action, ranged 10; Target: One Creature; Attack: Level+3 vs. Fort; Hit: 3d10 + Int modifier + 2x Level psychic damage, and the target is dazed and can make only basic attacks (save ends both); Overcharge: When you hit with this power, you can roll a d20; 10+ The target takes a -5 penalty to saving throws against this power; 9 or less: You hit yourself with this power.

Download Ego (A; R; Dark)
Even as your vision goes dark, you transfer an imprint of your intellect into your foe's mind. No Action, Melee 1; Trigger: You drop to 0 hit points or fewer.; Effect: You dominate one creature adjacent to you (save ends).; Overcharge: When you use this power, you can roll a d20; 10+: The dominated creature must roll a 16 or higher to succeed on its saving throw to end the domination effect.; 9+: When this effect ends, the dominated creature dominates you (save ends).

Duality (A; U; Psi)
You divide your consciousness to allow yourself to do two things at once. Benefit: You gain an extra action during each of your turns.  You can only use this action to make a basic attack or to move.; Overcharge: When you use this power, you can roll a d20; 10+: You gain two extra actions instead of one.; 9 or less: You develop a nasty split personality named Spike.  While this card is readied, roll a d6 at the start of each of your turns.  On a 1-3, Spike is in charge and he attacks your nearest ally during your turn.

Empathic Healing (Healing, Psi)
I feel your pain.  Minor Action, Close Burst 3; Target: One ally in burst.  Effect: The target regains hit points equal to 5+ your level and can make a saving throw.; Overcharge: When you use this power you can roll a d20; 10+: You can target two or three allies in the burst. ; 9 or less:You loose hit points equal to your bloodied value.

Explode!
(A; R; Dark, Fire) Every molecule in your body explodes outward at the speed of light. It’s quite a trip. Minor Action, Close Burst 5; Target: Each creature in burst; Attack: Level + 3 vs. Reflex; Hit: 5d8 + twice your level fire damage, and you push the target 3 squares and knock it prone.; Effect: You blow yourself to bits (save ends). While under this effect, you can’t take any actions except to make saving throws. When you save, you reconstitute yourself and appear in your previous square, or the nearest unoccupied square.; Overcharge: When you use this power, you can roll a d20.; 10+: The attack deals 5d8 extra fire damage on a hit.; 9 or less: You fizzle and the attack deals only 1d8 fire damage. (You are still blown to bits.)

Fire Wings (Bio, Fire)
You sprout wings of fire! Benefit: You manifest fire wings and gain a fly speed of 8. In addition, once while this card is readied, you can shift 4 squares as a standard action and make a melee basic attack against each different creature you move adjacent to during the shift. Each attack deals 1d6 extra fie damage.; Overcharge: When you start your turn, you can roll a d20; 10+: You can shift 8 squares instead of 4; 9+: You fall prone instead of shifting.

Footus Ginormicus
You gain a swim speed equal to your land speed and ignore difficult terrain from soft ground such as snow or mud.

Force Field Generation (Psi)
You project an invisible, inpenetrable wall of force nearby.  Minor  Action , Area Wall 12 within 10 squares; Effect: You create an invisible wall of force up to 12 squares long.  The wall is up to 4 squares high, and it lasts until the end of your next turn.  It blocks all movment and line of effect.; Overcharge: When you use this power you can roll a d20.;10+: While the wall exists, you can spend a minor action at the start of your turn to make the wall persist until the end of your next turn.; 9 or less: You are dazed until the end of your next turn.

Hands of Time (A; C; Dark, Psychic)
You touch a foe and send it spiraling through the space-time continuum. Standard Action, Melee 1; Target: One creature; Attack: Level + 3 vs. Reflex; Hit: 3d8 + twice your level psychic damage, and the target is removed from play. While under this effect, the target can’t take any actions and has neither line of sight nor line of effect to any creature, and no creature has line of sight or line of effect to it. When this effect ends, the target reappears in its square, or in the nearest unoccupied square of its choice. Roll a d6 to determine the duration of the effect:; 1-2: Until the start of your next turn.; 3-4: Until the end of your next turn.; 5-6: Save ends.; Overcharge: When you hit with this power, you can roll a d20.; 10+: The attack deals 3d8 extra physical damage.; 9 or less: You’re also removed from play until the target reappears.

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).

I, Battery (A; U; Dark, Electricity)
You stick your finger insides a piece of discharged equipment and try to make it work again. No Action, Personal; Trigger: You use an Omega Tech card; Effect: You can use the Omega Tech card one additional time during the encounter. Do not roll to see if the Omega Tech burns out after the triggering use.; Overcharge: When you use this power, you can roll a d20.; 10+: You can use this power a second time while this card is readied.; 9 or less: You experience power overload and you an each creature adjacent to you takes 2d10 electricity damage.

Inhabit Corpse (A; R; Healing, Psi)
You project your mind into a recently dead body, taking it for your own. Immediate Interrupt, Personal; Trigger: An enemy bloodies you or drops you to 0 hit points or fewer.; Effect: Choose any humanoid corpse within 10 squares of you to inhabit. You alter the corpse to be identical to your old self and the corpse becomes you. In addition, you regain hit points equal to your bloodied value. Your gear remains with your old body, which dies.; Overcharge: When you use this power, you can roll a d20.; 10+ You are restored to maximum hit points instead, and you can stand up (in your new body) as a free action.; 9 or less: You are dazed (save ends).

Know-It-All (A; R; Psi)
You're good at pretty much everything you do.  And you don't mind saying so.  Benefit: You gain a +10 power bonus to Intelligence, Wisdom, and Charisma-based skill checks.; Overcharge: When you start your turn, you can roll a d20.; 10+: The power bonus increases to +15 while this card is readied.; 9 or less: Whenever you make an Intelligence, Wisdom, or Charisma-based skill check while this card is readied, the GM rolls a die in secret.  Odd: No effect.  Even: The +10 power bonus becomes a -10 penalty instead.

Machine Command (A; C; Psi)
You telepathically seize control of a robot, computer, or similar device. Standard Action Ranged 10; Target: One android, robot, computer, or vehicle; Attack: level + 3 vs Will; Hit: You dominate the target (save ends).; Aftereffect: The target is dazed (save ends).; Special: You can cause a target that does not normally take actions, such as a vehicle or excavator, to operate as you direct - for example, you could order a robot excavator to dig a trench. Overcharge: When you use this power, you can roll a d20; 10+: The target takes a -5 penalty to saving throws against this power; 9 or less: The target gets a +5 bonus to attack rolls against you while this card is readied.


Metal Body (A; C; Dark)
"Hey tin man, enough with the squeaking.  And do something about that glare!"  Benefit: Your skin changes to shiny, banded metal. You gain a +1 power bonus to AC, and your maximum hit point value increase by 15.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, the power bonus to AC increases to +2, and your maximum hit point value increases by 30 instead of 15.; 9 or less: Your metal skin grows too thick, and you make like a metal statue (save ends). While under this effect, you are stunned.

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.

My Name is Mud (A; R; Dark)
You’re a walking mudslide. Benefit: The ground has the consistency of mud around you. Whenever an enemy ends its turn adjacent to you, it is restrained (save ends).; Aftereffect: The target is slowed (save ends).; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, enemies restrained by this power are also weakened (save ends both).; 9 or less: You fall prone and are restrained (save ends).

Neutron Emission (A: U; Dark, Radiation)
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.

Object Reading (A; C; Psi)
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.

Quills (Bio, Physical)
You sprout hundereds of needle-sharp quills.; Immedate reaction, Melee 1.; Trigger: an enemy target 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.

Redundant Organs (A; R; Bio)
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).

Sensitive Nose (A; C; Bio)
“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.

Shimmershield (A; U; Dark, Healing)
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).

Sonic Screech (A; U; Bio, Sonic)
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.

Tentacles (A; C; Bio)
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)

Ultrashriek (A; U; Psi, Psychic)
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.
This message was last edited by the GM at 07:45, Sun 25 Oct 2015.
Sign In