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3 years ago  ::  Oct 29, 2010 - 8:07PM #141
FrozenWastes
Date Joined: Feb 23, 2009
Posts: 870

Oct 29, 2010 -- 7:56PM, D_Gibb wrote:

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... 

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3 years ago  ::  Oct 30, 2010 - 8:47AM #142
D_Gibb
Date Joined: Apr 7, 2009
Posts: 80
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.
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3 years ago  ::  Nov 03, 2010 - 11:09PM #143
ExcalibursZone
Date Joined: Jun 16, 2008
Posts: 378

Oct 21, 2010 -- 8:56AM, DoctorComics wrote:

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?
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3 years ago  ::  Nov 04, 2010 - 12:11AM #144
Chandrak
  • Stampeding Hybrid
Date Joined: Aug 14, 2005
Posts: 862

Nov 3, 2010 -- 11:09PM, ExcalibursZone wrote:

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?

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3 years ago  ::  Nov 04, 2010 - 2:11AM #145
Lawnikky
Date Joined: Aug 31, 2009
Posts: 153

Nov 4, 2010 -- 12:11AM, Chandrak wrote:

Nov 3, 2010 -- 11:09PM, ExcalibursZone wrote:

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 ....)
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3 years ago  ::  Nov 04, 2010 - 6:12AM #146
ExcalibursZone
Date Joined: Jun 16, 2008
Posts: 378
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.
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3 years ago  ::  Nov 04, 2010 - 6:48AM #147
Chandrak
  • Stampeding Hybrid
Date Joined: Aug 14, 2005
Posts: 862

Nov 4, 2010 -- 6:12AM, ExcalibursZone wrote:

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.

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3 years ago  ::  Nov 04, 2010 - 8:29PM #148
kapncarl
Date Joined: Aug 29, 2007
Posts: 11

Oct 12, 2010 -- 5:19PM, DoctorComics wrote:


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.
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3 years ago  ::  Nov 04, 2010 - 9:36PM #149
DoctorComics
Date Joined: Aug 28, 2009
Posts: 199

Nov 4, 2010 -- 8:29PM, kapncarl wrote:

Oct 12, 2010 -- 5:19PM, DoctorComics wrote:


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
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3 years ago  ::  Nov 05, 2010 - 9:13AM #150
kapncarl
Date Joined: Aug 29, 2007
Posts: 11
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!
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