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No actual cards should be posted to this thread.

 



Oh okay. Well I'll just stop there then...
Only 30 Omega Tech to go. 



Since I only need to devote about one third to one half of my focus to the other work I'm doing tonight, I'll get started with #80 and start working my way down by tens.
Oh okay. Well I'll just stop there then...



It's cool. I am with you in spirit. But I am also a loyal servant of the Computer (tm).
The Doctor Comics Blog: doctorcomics.blogspot.com On Twitter @doctorcomics GW Card List: http://community.wizards.com/go/thread/view/75882/26023881/Card_List
I just finished making a spreadsheet of all the "Rad" cards when I found this thread. Here are the Omegas. This text is unformatted; maybe someone would be willing to clean it up for me?

[Edit: I cleaned it up. See below post.]
Note that Omega Rad 79, Headmounted Laser, actually uses the words "Primary Attack" and "Primary Target" instead of the usual Attack and Target for the first power. Also, I abbreviated the Salvage entries, cutting off the identical prefix phrase "Salvage n: A nth-level character can salvage item name. It becomes"


Could you edit your post and slip that into a SPOILER tag? The mono-space-no-carriage-return-hoohay is screwing with my formatting (I hate scrolling left and right) ;)
Sorry about that. Edited. Trying to work it into DoctorComic's format now.
71. Eternalight (Ishtar) This fist-sized crystal glows like a star. Property: The eternalight continually produces bright light in a 10-square radius; Power: Encounter; Standard Action; close Burst 5; Target: Each enemy in burst; Attack: Level + 6 vs. Will; Hit: The target is blinded (save ends).

* 72. Plasma Deflector (Xi) This white ceramic ring is cold to the touch. You can use it to deflect electricity and fire attacks to other targets. Ring; Property: You gain resist 10 electricity and resist 10 fire; Power: Encounter, Radiation; Immediate Interrupt; Personal; Trigger: You take electricity or fire damage; Effect: You gain resist 10 electricity and resist 10 fire until the end of the encounter, and you can make the following ranged 10 attack; Target: One creature; Attack: Level + 6 vs. Reflex; Hit:3d8 + level radiation damage.

73. Animatronic Toy (Xi) This faux-fur covered toy bear has a disconcertingly strong machine grip. Sometmes, it tells stories. Special: You can use both of these powers in the same encounter; Power: Encounter; Minor Action; Effect: You gain a +2 bonus to Conspiracy checks until the end of the encounter; Power: Encounter; Standard Action; Ranged 5; Target: One creature; Attack: Level + 6 vs. Fortitude; Hit: The target is dazed and restrained by the toy (save ends both); Miss: the toy lands in the target's space, but does nothing (because it's switched off).

74. Envirogloves (Ishtar) These bright green gloves are perfect for those times when you need to pull an ally out of a vat of wild nano or an acid spill. Hands; Power: Encounter; Minor Action; Effect: You can put your hands (up to your elbows) into any liquid or gaseous environment, such as molten iron, wild nano, irradiated craters, and so on, without taking damage from that source. The protection lasts until the end of the encounter, or for 5 minutes, whichever occurs sooner. In addition, you gain a +2 bonus to saving throws against ongoing damage while the protection lasts.

75. Cognition Anchor (Xi) This mottled ceramic ring lashes back at enemies that make mental attacks against you. Ring; Power: Encounter, Psychic; Immediate Reaction; Ranged 10; Trigger: An enemy deals psychic damage to you; Target: The triggering enemy; Attack: Level + 6 vs. Will; Hit:3d8 + Charisma modifier + twice your level psychic damage; Miss: Half damage; Effect: You gain a +2 power bonus to Will until the end of the encounter.

** 76. Face Mask (Ishtar) This mask frames your face like a second skin. Sometimes it flashes a nightmarish visage at your foes. Head; Special: You can use both of these powers in the same encounter; Power: Encounter; Minor Action; Effect: You disguise yourself and gain a +5 power bonus to Interaction checks used to enhance the disguise until the end of the encounter; Power: Encounter, Psychic; Standard Action; Close Blast 3; Attack: Level + 6 vs. Will; Hit: 3d8 + Charisma modifier + twice your level psychic damage.

77. Fish-Killer Grenade (Area 52) This metallic grenade is perfectly balanced for throwing into ponds. Weapon: 1-hand ranged; Power: Consumable, Force; Standard Action; Area Burst 1 Within 10; Target: Each creatue in burst; Attack: Level + 6 vs. Fortitude; Hit: 1d8 + Dexterity modifier + twice your level force damage. If the target is an aquatic creature, you also slide it 5 squares; Miss: Half damage.

78. Autoskeleton (Area 52) This exoskeleton's iron alloy braces have a mind of their own. Waist; Power: Encounter; Immediate Interrupt; Personal; Trigger: You become dazed or stunned; Effect: Until the end of your next turn, you can ignore the dazed and stunned conditions. This effect does not ignore (or end) the duration of those conditions.

79. Headmounted Laser (Area 52) This Helmet comes complete with a partially sentient, self-swiveling laser mount... and side mirrors! Head; Power: Encounter, Laser; Standard Action; Ranged 10; Primary Target: One creature; Primary Attack: Level + 6 vs. Reflex; Hit:3d8 + Dexterity modifier + twice your level laser damage; Miss: Make the following secondary attack; Secondary Target: Each creature within 2 squares of you; Secondary Attack: Level + 6 vs. Reflex; Hit: 1d10 + twice your level laser damage.

80. Dim Photonic Spear (Ishtar) This slender crystal spear pulses with red light as you attack with it. Weapon: 2-hand melee; Power: Encounter, Laser; Standard Action; Melee 1; Target: One creatue; Attack: Level + 8 vs. AC; Hit: 3d6 + Constitution modifier laser damage, and the target is blinded (save ends).

###

*: The resistance kicking in on use of the encounter power seems redundant here, since resistances can't stack.

**: There is no target line for the attack.

Edit: Ah, someone beat me to it. I guess my night is free for zoning out then!
Wrote a quick script to try to clean mine up.

41. Unstable Vibroblade (Area 52) The malfunctioning device generates a sword-shaped force field that can cut through almost anything. Weapon: 2-hand melee; Power: Encounter Force, Physical; Standard Action, Melee 1; Target: One creature; Attack: Level + 6 vs. Fortitude; Hit: 3d6 + Dexterity modifier + twice your level force damage, and ongoing 5 physical damage (save ends).; Special: You can take ongoing 5 force damage (save ends) to make this power a melee 3 attack.. Salvage 3: A 3rd-level character can salvage the Unstable Vibroblade. It becomes A light 2-hand melee weapon: Dex/Int; +3 accuracy; 2d8 physical damage.


42. Electro-Flail (Ishtar) This serviceable bludgeon delivers an unpredictable electric shock. Weapon: 1-hand melee; Power: Encounter Electricity, Physical; Standard Action, Melee 2; Target: One creature; Attack: Level + 8 vs. AC; Hit: 2d8 + Strength modifier physical damage plus 1d8 + twice your level electricity damage.. Salvage 2: A 2nd-level character can salvage the Electro-Flail. It becomes A heavy 1-hand melee weapon: Str/Con; +2 accuracy; 1d12 electricity damage.


43. Flash Neurojack (Xi) When you plug this shiny metallic device into the back of your neck, the world slows to a snail’s pace. Neck; Power: Encounter; Minor Action; Effect: You gain an extra standard action during this turn. In addition, you gain a +1 bonus to speed until the end of the encounter.


44. Leaky Fusion Rifle (Xi) This energy weapon emits a stream of sun-hot plasma. Weapon: 2-hand ranged; Power: Encounter Fire, Radiation; Standard Action, Ranged 20; Target: One creature; Attack: Level + 6 vs. Reflex; Hit: 7d8 + Intelligence modifier + twice your level fire damage. You take 2d8 + your level radiation damage.


45. Mk 1 Laser Pistol (Ishtar) This energy pistol emits a beam of focused blue energy. Weapon: 1-hand ranged; Power: Encounter Laser; Standard Action, Ranged 10; Target: One creature; Attack: Level + 6 vs. Reflex; Hit: 4d8 + Intelligence modifier + twice your level laser damage.. Salvage 2: A 2nd-level character can salvage the Mk 1 Laser Pistol. It becomes A light 1-hand ranged 10 weapon: Dex/Int; +3 accuracy; 1d10 laser damage.


46. Mk 1 Power Armor (Ishtar) This slightly used metallic suit protects you from harm. Weapon: Heavy; Power: Encounter; Immediate Interrupt, Personal; Trigger: You take damage; Effect: You gain resist 5 to all damage until the end of your next turn.. Salvage 2: A 2nd-level character can salvage the Mk 1 Power Armor. It becomes Heavy armor: +8 power bonus to AC; +1 armor bonus to Reflex and Fortitude.


47. Tangler (Xi) You snap an electrified wire out of this belt unit and entangle your foe with it. Waist; Power: Encounter Electricity; Standard Action, Melee 2; Target: One creature; Attack: Level + 6 vs. Reflex; Hit: 3d6 + Dexterity modifier + twice your level electricity damage, and the target is restrained (save ends).


48. All-Seeing Egg (Area 52) This silvery egg emits an earsplitting cuckoo whenever unseen foes threaten you. Power: Consumable; Minor Action; Effect: Until the end of the encounter, at the start of each of your turns, the egg emits a series of beeps that indicates the number of creatures within 5 squares of you.


49. Unreliable Jet Pack (Area 52) Up, up, and... whoa! Waist; Power: Consumable; Minor Action; Effect: You gain a fly speed equal to your speed until the end of your next turn. Each time you take damage before the end of your next turn, the “auto-jet” engages and pushes you away from the triggering attacker a number of squares equal to your speed after the damage is dealt.


50. Music Box (Ishtar) When you spin the dials just right, the music of the Ancients floats out. Power: Encounter Sonic; Standard Action, Close blast 3; Target: Each creature in blast; Attack: Level + 6 vs. Fortitude; Hit: 3d8 + Intelligence modifier + twice your level sonic damage, and the target is deafened (save ends).


51. Hand Rocket (Ishtar) This shiny gun-grip is attached to a thick tube-like barrel that emits a small explosive projectile. Weapon: 1-hand ranged; Power: Consumable Fire; Standard Action, Area burst 1 within 20; Target: Each creature in burst; Attack: Level + 6 vs. Reflex; Hit: 4d8 + Intelligence modifier + twice your level fire damage, and the target is pushed 2 squares from the burst’s origin square.


52. Radiation Orbiter (Xi) This drone continually changes shape as it circles your head like a tiny satellite. It produces a pulse of flesh-shredding radiation at your command. Head; Power: Encounter Radiation; Standard Action, Close blast 5; Target: Each creature in blast; Attack: Level + 6 vs. Fortitude; Hit: 3d8 + Intelligence modifier + twice your level radiation damage.; Effect: Until the end of the encounter, you gain a +2 power bonus to attack rolls with radiation powers.


53. Sentinel Orbiter (Area 52) This dented and burned drone constantly orbits your head in a tight circle. It dips and swerves to stay between you and your foes. Head; Power: Encounter Electricity; Minor Action; Effect: You gain a +1 power bonus to AC and Reflex until the end of the encounter. In addition, whenever an enemy ends its turn adjacent to you, it takes 1d10 + your level electricity damage.


54. Prototype Power Fist (Xi) This experimental fusion-powered gauntlet sports titanium alloy servos, allowing you to deliver massive blows. Weapon: 1-hand melee; Power: Encounter Physical; Standard Action, Melee 1; Target: One creature; Attack: Level + 8 vs. AC; Hit: 3d10 + Strength modifier + twice your level physical damage, and you knock the target prone.; Miss: Half damage, and you knock the target prone.


55. Adrenaline Pill (Area 52) Down the hatch! Tastes like cherry. You’re feeling a little jittery... Power: Consumable; Minor Action; Effect: Until the end of the encounter, you can shift 2 or 3 squares as a move action. Whenever you shift 3 squares in this way, roll a d20. On a 9 or less, at the end of the movement, you see a rush of pretty colors and are stunned until the start of your next turn.


56. Endeavor Neurojack (Xi) When you plug this morphing, matte-black device into the back of your neck, you take control of your own physiology. Neck; Power: Encounter; Minor Action; Effect: Until the end of the encounter, whenever you make an Athletics check, you can roll two d20s and take the total result. If you do so, and you roll a natural 1 on either die, this effect ends and you are slowed (save ends).


57. Optic Neurojack (Xi) When you plug this shiny jack into the back of your neck, you upgrade your auditory and optical processing. Neck; Power: Encounter; Minor Action; Effect: Until the end of the encounter, whenever you make a Perception check, you can roll two d20s and take the total result. If you do so, and you roll a natural 1 on either die, this effect ends and you are blinded (save ends).


58. Erratic Rifle Hound (Area 52) This metallic robot erratically follows you around on three steel legs. Power: Encounter Laser; Standard Action; Effect: You activate the erratic rifle hound in an adjacent square. The hound occupies 1 square. Enemies can’t move through its space, but allies can. Whenever you move, you can more the hound up to 6 squares as a free action. The hound’s defenses are equal to 12 + your level. If a single attack deals 15 or more damage to the hound, the hound is destroyed. You can make the following attack with the hound once per round: Minor action; Ranged 10; Target: One creature; Attack: Level + 6 vs. Reflex; Hit: 2d8 + your level laser damage; Miss: As a free action, the hound attacks again, targeting you.


59. Cracked Ray Gun (Area 52) This ornate pistol fires a ray of ebony energy that sends you and the target straight into “sleepytime.” Weapon: 1-hand ranged; Power: Encounter Necrotic; Standard Action, Ranged 10; Target: One creature; Attack: Level + 6 vs. Will; Hit: 4d8 + Wisdom modifier + twice your level necrotic damage, and the target falls unconscious (save ends). In addition, you fall unconscious (save ends).


60. Photon Grenade (Area 52) This egg-shaped grenade made from strange metal alloys is perfectly balanced for throwing. Weapon: 1-hand ranged; Power: Consumable Radiation; Standard Action, Area burst 1 within 10; Target: Each creature in burst; Attack: Level + 6 vs. Reflex; Hit: 3d10 + Dexterity modifier + twice your level radiation damage.; Miss: Half damage.


61. Blather Gecko (Area 52) This tiny gecko-like biological construct perches on your shoulder and translates foreign languages into something you understand. Power: Encounter; Minor Action; Effect: Until the end of the encounter, you speak and understand (through the translating gecko) all languages. In addition, you don’t grant combat advantage when you are flanked, because the gecko continually informs you of creatures that are in the area.


62. Razor Grenade (Ishtar) This green oval is perfectly balanced for throwing, and it explodes in a hail of razor-sharp shrapnel. Weapon: 1-hand ranged; Power: Consumable Physical; Standard Action, Area burst 2 within 10; Target: Each creature in burst; Attack: Level + 6 vs. Reflex; Hit: 2d10 + Dexterity modifier physical damage, and ongoing 5 physical damage (save ends).; Miss: Half damage.


63. Enviromask (Ishtar) This bright green mask lets you breathe in dangerous environments. If you want to use a silly voice while wearing it, that’s up to you. Head; Power: Encounter; Minor Action; Effect: You can breathe in any environment, including water, poisonous atmosphere, and vacuum, until the end of the encounter, or for 5 minutes, whichever occurs sooner. In addition, you gain a +4 bonus to all defenses against poison attacks while the protection lasts.


64. The Patch (Ishtar) When you slap this thin metallic disc onto the back of your hand, medicinal nanomachines enter your bloodstream and repair your wounds. Power: Consumable Healing; Minor Action; Effect: You regain a number of hit points equal to your bloodied value.


65. Science Comp (Xi) When you activate this handheld computer, the friendly image of a small man appears on the screen to answer your questions. Power: Encounter; Minor Action; Effect: You gain a +2 power bonus to Science checks until the end of the encounter. In addition, roll a d20. You can add the result to one Science check you make before the end of the encounter.


66. Spy Comp (Xi) When you activate this handheld computer, a little man in a black coat appears on the screen to answer your questions. Power: Encounter; Minor Action; Effect: You gain a +2 power bonus to Conspiracy checks until the end of the encounter. In addition, roll a d20. You can add the result to one Conspiracy check you make before the end of the encounter.


67. Envirocape (Area 52) This flaring, nanofacture cloak wraps you in protective folds when radiation threatens. Neck; Power: Encounter; Immediate Interrupt, Personal; Trigger: You take radiation damage.; Effect: You gain resist 15 radiation against the triggering attack. In addition, you gain resist 5 radiation until the end of the encounter.


68. Freeze Ray (Area 52) Neither a death ray nor an ice beam, this weapon puts your enemies in a “timeout.” Weapon: 2-hand ranged; Power: Encounter Force; Standard Action, Ranged 20; Target: One creature; Attack: Level + 6 vs. Fortitude; Hit: 2d10 + Intelligence modifier + twice your level force damage, and the target is stunned until the end of your next turn.. Salvage 2: A 2nd-level character can salvage the Freeze Ray. It becomes A light 2-hand ranged 20 weapon: Dex/Int; +3 accuracy; 2d8 force damage.


69. Force Pike (Area 52) The tip of this metallic pike shimmers with lethal blue energy. Weapon: 2-hand melee; Power: Encounter Force; Standard Action, Melee 2; Target: One creature; Attack: Level + 8 vs. AC; Hit: 3d8 + Strength modifier + twice your level force damage, and ongoing 5 force damage (save ends).. Salvage 2: A 2nd-level character can salvage the Force Pike. It becomes A heavy 2-hand melee weapon: Str/Con; +2 accuracy; 2d10 force damage.


70. Inflatable Friend (Ishtar) When you pull the ripcord, a disturbingly lifelike manikin inflates and follows you around. Power: Encounter Electricity; Minor Action; Effect: The inflatable friend appears in an unoccupied square adjacent to you. Enemies can’t move through its space, but allies can. Whenever you move, you can move the friend 6 squares as a free action. You and your allies can use the friend to flank enemies (its disturbing visage freaks them out). The friend has AC 18, Fortitude 12, Reflex 16, and Will 12. When an attack deals 5 or more damage to the friend, it implodes and each adjacent creature takes 5 electricity damage.


71. Eternalight (Ishtar) This fist-sized crystal globe glows like a star. Property: The eternalight continually produces bright light in a 10-square radius.; Power: Encounter; Standard Action, Close burst 5; Target: Each enemy in burst; Attack: Level + 6 vs. Will; Hit: The target is blinded (save ends).


72. Plasma Deflector (Xi) This white ceramic ring is cold to the touch. You can use it to deflect electricity and fire attacks to other targets. Ring; Property: You gain resist 10 electricity and resist 10 fire.; Power: Encounter Radiation; Immediate Interrupt, Personal; Trigger: You take electricity or fire damage.; Effect: You gain resist 10 electricity and resist 10 fire until the end of the encounter, and you can make the following ranged 10 attack: Target: One creature; Attack: Level + 6 vs. Reflex; Hit: 3d8 + level radiation damage.


73. Animatronic Toy (Xi) This faux-fur-covered toy bear has a disconcertingly strong machine grip. Sometimes, it tells stories.; Special: You can use both of these powers in the same encounter. Power: Encounter; Minor Action; Effect: You gain a +2 bonus to Conspiracy checks until the end of the encounter. Power: Encounter; Standard Action; Ranged 5; Target: One creature; Attack: Level +6 vs. Fortitude; Hit: The target is dazed and restrained by the toy (save ends both); Miss: The toy lands in the target’s space, but does nothing (because it’s switched off).


74. Envirogloves (Ishtar) These bright green gloves are perfect for those times when you need to pull an ally out of a vat of wild nano or an acid spill. Hands; Power: Encounter; Minor Action; Effect: You can put your hands (up to your elbows) into any liquid or gaseous environment, such as molten iron, wild nano, irradiated craters, and on on, without taking damage from that source. The protection lasts until the end of the encounter, or for 5 minutes, whichever occurs sooner. In addition, you gain a +2 bonus to saving throws against ongoing damage while the protection lasts.


75. Cognition Anchor (Xi) This mottled ceramic ring lashes back at enemies that make mental attacks against you. Ring; Power: Encounter Psychic; Immediate Reaction, Ranged 10; Trigger: An enemy deals psychic damage to you.; Target: The triggering enemy.; Attack: Level + 6 vs. Will; Hit: 3d8 + Charisma modifier + twice your level psychic damage.; Miss: Half damage.; Effect: You gain a +2 power bonus to Will until the end of the encounter.


76. Face Mask (Ishtar) This mask frames your face like a second skin. Sometimes it flashes a nightmarish visage at your foes. Head;; Special: You can use both of these powers in the same encounter. Power: Encounter; Minor Action; Effect: You disguise yourself and gain a +5 power bonus to Interaction checks used to enhance the disguise until the end of the encounter. Power: Encounter; Keywords: Psychic; Standard Action; Close blast 3; Attack: Level +6 vs. Will; Hit: 3d8 + Charisma modifier + twice your level psychic damage, and you push the target 3 squares.


77. Fish-Killer Grenade (Area 52) This metallic grenade is perfectly balanced for throwing into ponds. Weapon: 1-hand ranged; Power: Consumable Force; Standard Action, Area burst 1 within 10; Target: Each creature in burst; Attack: Level + 6 vs. Fortitude; Hit: 1d8 + Dexterity modifier + twice your level force damage. If the target is an aquatic creature, you also slide it 5 squares.; Miss: Half damage.


78. Autoskeleton (Area 52) This exoskeleton's iron alloy braces have a mind of their own. Waist; Power: Encounter; Immediate Interrupt, Personal; Trigger: You become dazed or stunned.; Effect: Until the end of your next turn, you can ignore the dazed and stunned conditions. This effect does not affect (or end) the duration of those conditions.


79. Headmounted Laser (Area 52) This helmet comes complete with a partially sentient, self-swiveling laser mount... and side mirrors! Head; Power: Encounter Laser; Standard Action, Ranged 10; Primary Target: One creature; Primary Attack: Level + 6 vs. Reflex; Hit: 3d8 + Dexterity modifier + twice your level laser damage; Miss: Make the following secondary attack: Secondary Target: Each creature within 2 squares of you; Secondary Attack: Level + 6 vs. Reflex; Hit: 1d10 + twice your level laser damage.


80. Dim Photonic Spear (Ishtar) This slender crystal spear pulses with red light as you attack with it. Weapon: 2-hand melee; Power: Encounter Laser; Standard Action, Melee 1; Target: One creature; Attack: Level + 8 vs. AC; Hit: 3d6 + Constitution modifier laser damage, and the target is blinded (save ends).

Presumably, #58, Erratic Rifle Hound, does not keep shooting at you until he hits you when he misses his original target, but it could be read that way by an evil -- ahem, creative -- GM.

Ben
 
Thanks all
Thanks for the card list updates, guys. This thread is a valuable resource!

Personally, I don't think that this information replaces the power cards (sure, you could use the data in a chart intead of on cards) but it makes a handy list for a GM who wants to keep track of all of the information in one place.

WotC should have included a Power Card reference booklet in the boxed set. That would have been neat.

Marv (Finarvyn) Master of Mutants (MA and GW) Playing 5E D&D and liking it! OD&D player since 1975

I mainly want all this info so that I can have it on my Droid when I DM a game. If someone whips out a card to use, I can flip to it and have the rules directly available to me.

Awesome job, guys!
Thanks for the card list updates, guys. This thread is a valuable resource!

Personally, I don't think that this information replaces the power cards (sure, you could use the data in a chart intead of on cards) but it makes a handy list for a GM who wants to keep track of all of the information in one place.

WotC should have included a Power Card reference booklet in the boxed set. That would have been neat.



That would have been very useful.
Is the Overcharge text for Sympathetic Link correct?
Just wanted to say that you guys clinched it for me.  I'm totally getting Gamma World after reading some of these cards.  And I'm definitely going to grab a booster of cards every time I go to the local store for as long as they are available.
I have to agree with FrozenWast.  I was unsure about buying cards for my Gamma World game, but after seeing some of the hilarious results I will definately pick up some packs.  Thanks!
Well, I ended up grabbing the game, some card sleeves (metallic purple for the Omega Tech deck and clear penny sleeves for the Alpha Mutations) and a couple of booster packs.

Got the grav hammer! And the Phoenix Neurojack.  Good times ahead. 
Has anybody been able to finish the Rad Omega tech set?  I've been at work all week and haven't been able to work on the cards like I wanted to.
Has anybody been able to finish the Rad Omega tech set?  I've been at work all week and haven't been able to work on the cards like I wanted to.
Has anybody been able to finish the Rad Omega tech set?  I've been at work all week and haven't been able to work on the cards like I wanted to.



I see all 40 in post 129 by zubin:

community.wizards.com/go/thread/view/758... 
Oh, well there they are.  Sorry I missed it!

Oh, and thank you to everybody for all of your hard work getting these up and running.  I am actually looking very forward to getting these lists up and running.  I have the box set here, but I want to be able to roll also for more random wacky goodness.
21. Time slide (dark) 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.

22. Kinetic Absorption (Dark, Healing) You absorb your foe's attack to make yourself stronger.; Immediate Interrupt, Personal.; Trigger: You take physical damage.; Effect: Instead of taking the triggering damage you regain hit points equal to that damage.; Overcharge 10+: You gain a bonus to the next melee attack roll you make before the end of your next turn equal to the triggering damage.; 9 or less: You absorb too much energy from the triggering damage and also take ongoing 10 damage (save ends).


23. Levitation (Psi, Physical) You levitate yourself of another creature in the air!; Move action, Personal or ranged 10.; Target: You or one ally (or one medium object).; Effect: You move the target vertically up to 5 squares. The target remains at that height until the end of your next turn.; Overcharge 10+: You can target one enemy instead.; 9 or less: You move the nearest non-targeted ally upwards 4 squares, if possible. Then that ally drops to the ground, falls prone, and takes 2d10 physical damage.


24. Life Leech (Dark, Necrotic) You drain another creature's vitality to bolster yourself.; Standard actiion, Close burst 3.; Target: Each creature in burst.; Attack Level + 3 vs Fortitude; Hit: 5d8 + Constitution modifier + twice your level necrotic damage, and you gain 5 temporary hit points for each target you hit.; Overcharge 10+: you gain 5 + twice your level temporary hit points for each target you hit instead of 5.; 9 or less: After the attack you take 5d8 necrotic damage, and each target gains 5 temporary hit points.


25. Reflexive Teleport (Dark, Teleportation) 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.


26. Gravity well (Dark, Zone) You create a temporary area of gravity that pulls creatures toward it.; Standard action, Area burst 5 within 20.; Target: Each creature in burst; Attack: Level + 3 vs Fortitude; Hit: The target is pulled 5 squares toward the burst's origin square.; Effect: the burst becomes a zone that lasts until the start of your next turn. If the target moves away from the burst's origin square, each square of that movement it treated as difficult terrain.; Overcharge 10+: Whenever a creature ends its turn within the zone, make the attack against that creature as a free action.; 9 or less: You fall prone and can't stand up (save ends).


27. LMAO (Psi, Psychic) You cause a creature to find hilatiry in everything.; Standard action, Ranged 10.; Target: One creature; Attack level + 3 vs Will; Hit: 4d6 + Charisma modifier + twice your level psychic damage, and the target is dazed and slowed (save ends both).; Overcharge 10+; The tager also falls prone and takes a -5 penalty to savings throws against this power.; 9 or less: You also hit yourself with the power.


28. Phasing (Dark) You shift your atomic structure out of phase with this reality.; Immediate interrupt, Personal.; Trigger: You are hit by an attack; Effect: Until the end of your next turn, you take half damage from attacks and ignore diffcult terrain.; Overcharge 10+: You can also move through blocking terrain and through enemies' squares, but you must still end your turn in an unoccupied square.; 9 or less: You cease to exist and are removed from play (save ends). While you're under this effect, creatures have neither line of sight nor line of effect to you, and you can't take any actions.  When this effect ends, you reappear in your square, or in the nearest unoccupied square of your choice, and you are dazed until the end of your next turn.


29. Phobia Projection (Psi) Soul beshes! Why did it have to be soul beshes?; Standard action, Ranged 10.; Target: One creature; Attack: Level + 3 vs Will; Hit: Choose one creature or square within 10 squares of you. During the target's turn, it must move at least 1 square away from that creature or square (save ends).  If the target can't move away during its turn, it takes no actions that turn.; Overcharge 10+: You also attack each creature adjacent to the primary target.; 9 or less: You also hit yourself with the power.


30. Quills (Bio, Physical) 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.




Did anybody notice that the Overcharge condition is missing from these 10?
Did anybody notice that the Overcharge condition is missing from these 10?



Err.... I clearly see 'Overcharge' in each of those. Maybe you should clarify?
Did anybody notice that the Overcharge condition is missing from these 10?



Err.... I clearly see 'Overcharge' in each of those. Maybe you should clarify?



I concur ... it's there!
GMT +10 (Aussie, Aussie, Aussie ....)
For instance, for 30. Quills ... [Overcharge: When you hit with this power, you can roll a d20.]

I didn't have the time to fix these last night and don't have the time to do so now either.

The Overcharge condition dictates when and how you can overcharge the Alpha Mutation. It's important because it isn't just "when you hit with this power" it could be "when an enemy hits you" or "at the start of your turn"...

All Alpha Mutations that allow an overcharge (I think big floppy feet doesn't have one) have this line.
For instance, for 30. Quills ... [Overcharge: When you hit with this power, you can roll a d20.]

I didn't have the time to fix these last night and don't have the time to do so now either.

The Overcharge condition dictates when and how you can overcharge the Alpha Mutation. It's important because it isn't just "when you hit with this power" it could be "when an enemy hits you" or "at the start of your turn"...

All Alpha Mutations that allow an overcharge (I think big floppy feet doesn't have one) have this line.




Ahhh ok, that makes more sense. I think we were under the impression that you thought there wasn't any overcharge info at all, or that there wasn't any duration listed for effects or something. Now we see what you were getting at.

5. Narcolepsy (A; C; Psi) Nighty-night! Standard action, ranged 10; Target: One creature; Attack: Level+3 vs. Will; Hit: You inflict narcolepsy on the target (save ends). While under this effect, whenever an attack hits the target, it falls unconscious until the start of the turn; Overcharge: When you hit with this power, you can roll a d20; 10+: Your target takes a -5 penalty to saving throws against this power; 9 or less: You fall unconscious (save ends). You can't save against this effect during the turn you overcharge it. 






Just noticed that this description states "While under this effect, whenever an attack hits the target, if falls unconscious until the start of the turn."  This should read "until the start of its next turn."

BTW, great job putting these descriptions together.  They are much appreciated.

5. Narcolepsy (A; C; Psi) Nighty-night! Standard action, ranged 10; Target: One creature; Attack: Level+3 vs. Will; Hit: You inflict narcolepsy on the target (save ends). While under this effect, whenever an attack hits the target, it falls unconscious until the start of the turn; Overcharge: When you hit with this power, you can roll a d20; 10+: Your target takes a -5 penalty to saving throws against this power; 9 or less: You fall unconscious (save ends). You can't save against this effect during the turn you overcharge it. 






Just noticed that this description states "While under this effect, whenever an attack hits the target, if falls unconscious until the start of the turn."  This should read "until the start of its next turn."

BTW, great job putting these descriptions together.  They are much appreciated.

Fixed!

And you're quite welcome. Lots of people did great work here.

I still wish we could get a copy of Two-Headed, though. 
The Doctor Comics Blog: doctorcomics.blogspot.com On Twitter @doctorcomics GW Card List: http://community.wizards.com/go/thread/view/75882/26023881/Card_List
As long as I'm nitpicking . . . Laughing

I noticed that in the 'overcharge' seciton of several of the descriptions, it refers to '10+' and '9+'.  Obviously, the second entry should be '9 or less'.  I found this in the following entries:

15. Proboscis
23. Machine Command
47. Duality
82. Invisibility
83. Density
84. Fire Wings
85. Explosive Pods
86. Center Cannot Hold
87. Mind Trick
88. Download Ego
89. Shadow Person

Thanks again!


I still wish we could get a copy of Two-Headed, though. 



Ask and ye shall receive!

2. Two-Headed (A; P; Bio) 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.
Ask and ye shall receive!

2. Two-Headed



Drat, you beat me to it.

That extra head is a real jerk.  Though the Overcharge on this thing is crazy awesome if used early in a battle: Theoretically attacking twice every round for the rest of the battle?  Yech.


That extra head is a real jerk.  Though the Overcharge on this thing is crazy awesome if used early in a battle: Theoretically attacking twice every round for the rest of the battle?  Yech.



With the way my group tends to roll, a failed overcharge seems like a likely outcome - I can just imagine RP'ing the counter-productive second head!
Just out of curiousity, where were you guys able to grab a copy of that card?
Gamma World Origins Half-Sheets: Horizontal (FiFG) Vertical (GW) FiFG coming soon
Just out of curiousity, where were you guys able to grab a copy of that card?


Curious minds want to know...
Someone posted a readable scan of the card in an ebay auction. It's already at $17.50 -- too rich for my blood.
Someone posted a readable scan of the card in an ebay auction. It's already at $17.50 -- too rich for my blood.

Yeah, me too. Plus I imagine there will be a slew of them available after DDXP.

I pulled Explode! in a booster pack two nights ago. That'll keep my card-buying itch scratched for a little while.
Gamma World Origins Half-Sheets: Horizontal (FiFG) Vertical (GW) FiFG coming soon
Someone posted a readable scan of the card in an ebay auction. It's already at $17.50 -- too rich for my blood.

Yeah, me too. Plus I imagine there will be a slew of them available after DDXP.

I pulled Explode! in a booster pack two nights ago. That'll keep my card-buying itch scratched for a little while.



My group split a 24-pack booster box, and in one of mine I got explode and everyone tried to trade me for it. Haha!


As for the Two-Headed card... that eBay auction is up over $20 already! Insane.  Meanwhile, I hear they had them at NYCC but I sure didn't get one when I was there.
i'm sure we can copy that card info into the card templates and use that. my GM won't mind. it's not like it's a sanctioned GW tourny. on that note. i have a mac and picasa. can i open the templates in picasa and do that?
Added "Two-Headed" and fixed the "9+" issue.

My thanks to all involved! 
The Doctor Comics Blog: doctorcomics.blogspot.com On Twitter @doctorcomics GW Card List: http://community.wizards.com/go/thread/view/75882/26023881/Card_List
Did I miss the full listing of Omega Tech from the CCG set?
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