Someone posted a readable scan of the card in an ebay auction. It's already at $17.50 -- too rich for my blood.
Wow... and I thought my $20 bid was over the top, but seeing as I'm in New Zealand chances are I'll never be able to get hold of one other than through eBay!
I often go to a convention and buy items that just came out, or get the promotional items. I then sell them on eBay to pay for the convention.
In college I paid my friends to stand in line to buy some Magic: The Gathering Legend packs and bought a computer with the profits. The last few years I made over $1,000 (after all expenses).
When Mutants and Masterminds 2nd edition came out I bought four (4) copies for ~$30 each, sold two (2) for $60 as buy it now, and then cried as they were selling for ~$160. I ended up selling two (2) for around the $160 price. People would rather pay a $130 premium for a game one month early, than wait for it. The same is true for Fantasy Flight board games. And, well, a lot of things.
Check out True Dungeon on eBay (around December and July/August is when the high priced items usually hit). True Dungeon is like a Haunted House with gaming rules (truedungeon.com). The game is played once per year at GenCon. One of the tokens used in the game sells for ~$450 (Horne of Plenty - you get more treasure, and they discontinued it), and many others sell for ~$100-$150+. True Dungeon is REALLY fun, but the amount some tokens go for is quite interesting. Especially seeing how it is played only at GenCon.
Legion of Gold cards -- the "mutant rat" set (ten cards):
1. Dark Matter Shroud (Alpha; Dark): At your command, motes of dark matter settle on your body. Minor action; Personal; Effect: You gain concealment until the end of the encounter. Overcharge: When you use this power, you can roll a d20. 10+: While this card is readied, you gain total concealment until you are damaged by an attack; 9 or less: You are blinded and dazed (save ends both). You can't save against this effect during the turn you overcharge it.
2. Evolved Equilibrium (Alpha; Psi): You can stand on one foot, rub your belly, and tap your head all at the same time. Benefit: You can't be knocked prone, pulled, pushed, or slid unless you want to be. Overcharge: When you start your turn, you can roll a d20. 10+: When you move, you don't provoke opportunity attacks while this card is readied. 9 or less: While this card is readied, if you move more than half your speed with a single action on your turn, you lose the normal benefit of this power during this turn and fall prone at the end of the movement.
3. Gas Emission (Alpha; Bio, Poison): The mutant who smelt it dealt it! Standard action; Close burst 2; Target: each creature in burst; Attack: Level +3 vs. Fortitude; Hit: Roll a d6 for each hit: 1-2: The target takes a -2 penalty to attack rolls (save ends); 3: The target is immobilized (save ends); 4: The target is blinded (save ends); 5: The target takes 15 poison damage; 6: The target is dazed (save ends). Overcharge: When you use this power, you can roll a d20. 10+: Instead of rolling for each hit, you choose the result for each hit. 9 or less: You also hit yourself with the attack.
4. Mirror Body (Alpha; Dark): Your body becomes covered with a mirror finish, so you can show your enemy just how ugly it is. Immediate interrupt; Ranged 5; Trigger: An attack hits you; Target: One creature; Attack: Level +3 vs. Reflex; Hit: The triggering attack also hits the target. Overcharge: When you hit with this power, you can roll a d20. 10+: You take one-half damage from the triggering attack. 9 or less: Until the end of your next turn, whenever you attack, you automatically hit yourself, in addition to any targets you hit normally.
5. Rain Caller (Alpha; Bio, Electricty, Zone): "Feel the power of RAIN!" Standard action; Close burst 5; Effect: The burst creates a zone of rain that lasts untl the end of your next turn. Any creature within the zone has concealment, and fire attacks deal one-half damage to targets within the zone. While the zone exists, you can spend a minor action at the start of your turn to make the zone persist until the end of your next turn. Overcharge: When you use this power, you can roll a d20. 10+: You call down a lightning bolt. Make an attack against one creature within the sone: Level +3 vs. Fortitude; on a hit, 4d6 + twice your level electricity damage. 9 or less: You take 20 electricity damage as a lightning bolt strikes you.
6. Mk III Scout Armor (Omega; Area 52): Lightweight but durable, this armor helps you cover a lot of ground quick. Armor: Heavy; Property: You gain a +6 armor bonus to AC, a +1 armor bonus to Fortitude and Reflex, and a +1 armor bonus to speed; Power: Encounter; Move Action; Personal; Effect: You make an Athletics check to jump with a +10 bonus. The distance jumped is not limited by your speed. Salvage 4: A 4th-level character can salvage the scout armor. It becomes heavy armor: +6 armor bonus to AC; +1 armor bonus to Fortitude and Reflex; +1 armor bonus to speed.
7. Dimensional Shuntshield (Omega; Ishtar): Shunt kinetic, electromagnetic, and heat energies into other dimensions for fun and profit! Armor: Light; Property: You gain a +4 armor bonus to AC, and a +1 armor bonus to Fortitude and Reflex. Power: Encounter; Immediate interrupt; Personal; Trigger: You take damage from an attack; Effect: Reduce the damage you take from the triggering attack by 10. Salvage 6: A 6th-level character can salvage the shuntshield. It becomes light armor: +4 armor bonus to AC; +1 armor bonus to Fortitude and Reflex.
8. Flame Thrower (Omega; Area 52): When you trigger the nozzle, it sprays liquid fire that immolates your enemies. Weapon: Two-handed; Power: At-Will * Fire; Standard Action; Close Blast 5; Target: Each creature in blast; Attack: Level +6 vs. Reflex; Hit: 2d6 + Constitution modifier + your level fire damage, and ongoing 5 fire damage (save ends).
9. Flaregun (Omega; Area 52): Step 1: Point. Step 2: Shoot. Got it? Weapon: One-handed; Power: Consumable * Zone; Standard Action; Area burst 10 within 20; Effect: The burst creates a zone of bright light that lasts until the end of the encounter. In addition, the flaregun's other power is expended. Power: Consumable * Fire; Standard Action; Ranged 5; Attack: Level +6 vs. Reflex; Hit: 1d6 + Dexterity modifier + twice your level fire damage, and the target is blinded (save ends). While the target is blinded, its space and each adjacent square is filled with bright light. Effect: The flaregun's other power is expended.
10. Matter Bomb Prime (Omega; Area 52): Pushing the candy-apple-red button causes the device to begin flashing. You'd better start running. Now. Power: Consumable * Fire, Radiation; Standard Action; Personal; Effect: You activate the matter bomb. You can place the bomb in your square or a square adjacent to you as a minor action. At the start of each of your turns, roll a d6. On a 6, the matter bomb detonates and you make the following attack centered on the bomb's square. No action; Close burst 5; Target: One creature *; Attack: Level +6 vs. Reflex; Hit: 6d6 + twice your level fire and radiation damage; Miss: Half damage.
* This may require errata and most likely should say "All creatures in burst."
Caoimhe Ora Snow
Adventurers League Local Coordinator, Los Angeles area (AL FAQ here!)
Looking for gamers in Lake Arrowhead, CA area!
5e D&D Stuff: Birthright Conversion
57304548 wrote:I imagine that Majestic Moose plays a more "A team" type game than most of us. By that I mean he allows his players to make tanks out of a backyard playground set since the players have more "fun" that way.
I made a thing for you all:spreadsheets.google.com/ccc?hl=en&key=tL...
I haven't picked up a copy yet, but did Famin in Far-Go come with cards?