My thanks to everyone who helped us get the initial list of 120 "Atom" cards.
There is also a promo series (the bomb). Two will be given out to players/DMs for Gamma World Game Day. I have no idea about the other promo card (the series lists 3 total).
1. Power Mimic (A; Rarity N/A; Dark) You copy someone else's mutation. Choose wisely! ...
3. Dehydrated Man (O; Rarity N/A; Origin Ishtar) This jar of white powder is labeled "Powdered Scientist -- just add water!" ...
[Edit] After thinking this over, it seems like there could be copyright issues with posting the entire card text online. (I could be wrong - I'm not a lawyer.) I really like the idea of a card database/listing, but unless we get permission from Wizards, I think it is best if I don't post everything on the cards so I removed the "meat" from my descriptions above. I know we're all fans so I'm sorry if this makes things difficult for anyone. However, if you really would like to have these cards, stop by a store participating in Gamma World Game Day - they'll be free!
So tired now... I'll try to get around to the Omega Tech cards I have tomorrow....
11. Hyper-Balance (A; C; Bio) You can walk on almost any surface thanks to your hyper-acute sense of balance. Benefit: You ignore difficult terrain and can’t be knocked prone. You can balance on anything that will hold your weight, and do not grant combat advantage while balancing.; Overcharge: When you start your turn, you can roll a d20.; 10+: You gain a +2 power bonus to AC and Reflex while this card is readied.; 9 or less: You become very clumsy and are slowed while this card is readied. 12. Liquid Bones (A; C; Bio) You can liquefy your bones and move like flesh-water. It’s pretty gross. Move Action, Personal; Effect: You shift your speed. During this movement, you can move through enemy spaces (but can’t stop there) and over liquid terrain, and you ignore difficult terrain and can squeeze through openings as small as six inches wide without slowing.; Overcharge: When you use this power, you can roll a d20.; 10+: You can use the power each turn while this card is readied.; 9 or less: You collapse into a puddle of flailing pseudopods and are stunned (save ends). You can’t save against this effect during the turn you overcharge it. 13. Adrenal Rage (A; C; Bio) You flood your nervous system with adrenaline and fly into a berserk rage. Minor Action, Personal; Effect: While this card is readied, you gain a +2 power bonus to attack rolls and a +5 power bonus to damage rolls with melee attacks, but you can’t make ranged or area attacks.; Overcharge: When your start your turn, you can roll a d20.; 10+: The power bonus to damage rolls increases to +10.; 9 or less: You must attack your nearest ally during your turn (save ends). 17. 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. 18. 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. 19. Hands of Power (A; C; Dark, Varies) You draw on random ambient dark energy in the area and blast it from your hands. Standard Action, Close Blast 3; Target: Each creature in blast; Attack: Level + 3 vs. Reflex; Hit: 4d8 + twice your level damage. Roll a d6 to determine the damage type. 1-2: electricity; 3-4: fire; 5-6: radiation.; Overcharge: When you use this power, you can roll a d20.; 10+: The attack deals 2d8 extra damage of the same type.; 9 or less: After the attack, you are stunned until the end of your next turn. 20. 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.
21. Huge Arms (A; C; Bio, Physical) Your arms bulge with mutated muscle. Time to deliver a beatdown! Benefit: Gain the following slam attack.; Standard Action, Melee 1; Target: One or two creatures; Attack: Level + 4 vs. AC; Hit: 2d8 + Strength modifier physical damage.; Overcharge: When you start your turn, you may roll a d20.; 10+: The attack bonus increases to Level+ 6.; 9 or less: You take 2d8 physical damage. 22. Death Reading (A; C; Psi) Yes, you have to touch the body. And yes, it is pretty creepy. Standard Action, Melee Touch; Target: One corpse; Effect: You learn the target’s name, how it died, and one thing it thought was important.; Overload: When you use this power, you can roll a d20.; 10+: You also animate the corpse for 1 hour. It carries your stuff and obeys your commands, but it won’t fight and it dies if it takes any damage.; 9 or less: You mentally experience the target’s death (save ends). While under the effect, you fall prone and are dazed. You can’t save against this effect during the turn you overcharge it. 23. 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 gains a +5 bonus to attack rolls against you while this card is readied. 25. 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. 26. Inertial Armor (O) 27. Mass Pistol (O) 28. Mindbore Orbiter (O) 29. Holoscanner (O) 30. Plasma Sword (O)
41. Mandibles (A; U; Bio, Physical) You manifest large mandibles and take an enormous bite out of your enemy. Standard Action, Melee 1; Target: One creature; Attack: Level + Strength + 2 vs. AC; Hit: 2d8 + Strength modifier + twice your level physical damage. In addition, while you remain adjacent to the target, it is immobilized and takes ongoing 5 physical damage (save ends both).; 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: After the attack, you are blinded (save ends). 42 Accelerated Claw (A; U; Bio, Physical) You slide around your foes like a zephyr and claw at them at will. Standard Action, Melee 1; Effect: Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end your movement there.; Target: One creature; Attack: Level + Dexterity vs. AC; Hit: 4d8 + Dexterity modifier + twice your level physical damage.; Overcharge: When you hit with this power, you can roll a d20.; 10+: The attack deals 2d8 extra physical damage.; 9 or less: You fall prone. 43 Gigantism (A; U; Bio) Fee-fi-fo-fum! Benefit: You are Large-sized. You occupy 4 squares, gain a +4 power bonus to Fortitude and to Strength ability checks, and your melee reach increases by 1.; Overcharge: When you start your turn, you can roll a d20.; 10+: You gain a +5 power bonus to damage rolls with melee attacks while this card is readied.; 9 or less: You are immobilized (save ends). 44 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. 45 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). 46. Flurry of Bodies (A; U; Bio, Physical, Weapon) You bloodlessly divide into multiple entities and swarm your foes. Standard Action, Melee 1; Target: One, two, or three creatures; Attack: Level + Dexterity vs. Reflex.; Hit: 3[W] + Dexterity modifier physical damage.; Miss: Half damage.; Effect: After the attack, you reform into a single entity in a square adjacent to one of the targets.; Overcharge: When you use this power, you can roll a d20.; 10+: Your melee reach for this attack increases by 1.; 9 or less: After the attack, you reform badly and are stunned (save ends). You can’t save against this effect during the turn you overcharge it. 47. Duality (A) 48. I, Battery (A) 50. 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).
51. 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. 52 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. 53 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. 54 Strong as Stone (A; U; Dark) You gain the strength of stone – the good stuff, not that cheap fake tile. Benefit: You are capable of amazing feats of strength and endurance. You gain a +5 power bonus to Athletics checks and a +3 power bonus to Fortitude.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied , whenever you make an Athletics check, replace the roll with a 20. In addition, the power bonus to Fortitude increases to +5.; 9 or less: You are weakened (save ends). 55 Sympathetic Link (A; U; Healing, Psi) You link the life force of one creature to another. What hurts or heals one of them, does the same to the other. Minor Action, Close Burst 5; Target: Two creatures in burst, or you and 1 creature in burst.; Effect: You link the two targets (save ends). Whenever one target takes damage or regains hit points, the other target experiences the same effect. The link ends when either target saves or dies. A willing target can choose not to make a saving throw against this effect.; Overcharge: When you use this power, roll a d20.; 10+: The target takes a -5 penalty to saving throws against this power.; 9 or less: You are dazed until the end of your next turn. 56 All a Dream (A; U; Psi,Psychic) You catch a vision of the future and change your plans accordingly. Immediate Interrupt, Close Blast 3; Trigger: And enemy hits you with a close or area attack; Effect: The attack instead misses you and each target in the blast.; 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 take 2d10 psychic damage, and the triggering attack does hit you. 57 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. 58. Polar Aura (A; U; Bio, Cold) You drain heat from your surroundings, including nearby creatures. Brrr! Minor Action, Personal; Effect: Until the end of your next turn, you gain resist 20 cold, and whenever a creature starts its turn within 2 squares of you, it takes 10 cold damage and is slowed until the end of its turn.; Overcharge: When you use this power, you can roll a d20.; 10+: The range of the effect is 3 squares instead of 2, and a creature takes 15 cold damage instead of 10.; 9 or less: You freeze yourself and can’t move or attack until the end of your next turn. 60. Plaything (A; U; Force, Psi) You lock telekinetic hooks into your foe and do the puppet master routine. Standard Action, Ranged 20; Target: One creature; Attack: Level + Intelligence vs. Fortitude; Hit: 3d10 + Intelligence modifier + twice your level force damage.; Effect: While this card is readied, slide the target 2 squares as a free action at the start of each of your turns.; Overcharge: When you hit with this power, you can roll a d20.; 10+: While this card is readied, slide the target 5 squares instead of 2.; 9 or less: While this card is readied, the target slides you 2 squares as a free action at the start of each of its turns.
81. 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). 82 Invisibility (A) 83 Density (A) 84. Fire Wings (A) 85 Explosive Pods (A) 86 Center Cannot Hold (A) 87 Mind Trick(A) 88 Download Ego (A) 89 Shadow Person (A) 90 Static Field (A; R; Bio, Electricity) “No, don’t worry. It’s perfectly normal for your hair to stand up like that when I’m nearby. Would I lie?” Benefit: You gain an electrical aura. Whenever an enemy enters a square adjacent to you or ends it turn adjacent to you, it takes 15 electricity damage.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, the electricity damage increases to 25, and you are immune to electricity damage.; 9 or less: You lose any resistance of immunity to electricity and take ongoing 15 electricity damage (save ends).
91. White Dwarf (A; R; Dark) You surround yourself with a shield of intense gravity. Minor Action, Personal; Effect: Until the end of your next turn, whenever a creature starts its turn within 3 squares of you, you pull it 1 square as a free action, and it can’t move away from you during that turn. In addition, you gain a +2 power bonus to all defenses.; Overcharge: When you use this power, you can roll a d20.; 10+: While this card is readied, the range increases to 5 squares, and the power bonus increases to +4.; 9 or less: You are dazed and slowed (save ends both). You can’t save against this effect during the turn you overcharge it. 93. 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. 94. 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). 95: 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). 97. 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.) 98. Mind Killer (A; R; Psi, Psychic) You impart a phantasmal image of the most fearsome creature imaginable directly into your foe’s unprotected brain. Standard Action, Ranged 20; Target: One creature; Attack: Level + Charisma vs. Will; Hit: 3d10 + Charisma modifier + twice your level psychic damage, and ongoing 10 psychic damage (save ends).; Overcharge: When you hit with this power, you can roll a d20.; 10+: If the target is bloodied after the attack, it falls unconscious (save ends).; 9 or less: You fall unconscious (save ends). You can’t save against this effect during the turn you overcharge it. 99. Hyperactive (A; R; Psi, Psychic) You’re like a 5-year old with a bucket of Halloween candy. Standard Action, Personal; Effect: You make an initiative roll. While this card is readied, you act two times each round – once on your original initiative and once on your new initiative.; Overcharge: When you use this power, you can roll a d20.; 10+: You gain a +2 power bonus to AC and Reflex while this card is readied.; 9 or less: You become overcharged with energy while this card is readied. While you’re under this effect, if you don’t end your turn at least 5 squares away from the square you started in, you take 10 psychic damage. 100. Disintegrating Touch (A; R; Dark, Physical) You cause molecular bonds in whatever you touch to fall apart. Standard Action, Melee Touch; Target: One creature or object; Attack: Level + Constitution vs. Reflex; Hit: 4d10 + twice your level physical damage, and ongoing 10 physical damage (save ends).; Special: Objects protected by force fields are immune to disintegration.; 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: You also take 2d10 physical damage.
Those are some awesome updates, everyone. Your deserve to be proud. Eat some ice cream, on me!
We have covered almost 2/3 of the cards now.
The Doctor Comics Blog: doctorcomics.blogspot.com On Twitter @doctorcomics GW Card List: http://community.wizards.com/go/thread/view/75882/26023881/Card_List
Omega Tech anyone? By the way, this is the extent of my collection.... I'd love to see the rest of the set...
26. Inertial Armor (O; C; Area 52) This grey bodysuit protects you from harm. When an attack strikes you, the suit transforms the energy of the attack into potential extra movement. Armor: Light; Property: You gain a +3 armor bonus to AC and a +1 armor bonus to Reflex.; Power: Encounter; Immediate Interrupt, Personal; Trigger: You take damage from an attack; Effect: You instead take no damage from the triggering attack, and you can shift 1 square.; Salvage 2: A 2nd-level charter can salvage the inertial armor. It becomes light armor: +3 armor bonus to AC; +1 armor bonus to Reflex. 27. Mass Pistol (O; C; Area 52) The barrel of this small pistol ends in a small metal sphere with no bore. It generates “knuckles” of gravity distortion in the target. Weapon: 1-hand ranged; Power: Encounter Physical; Standard Action, Ranged 10; Target: One creature; Attack: Level + 6 vs. Fortitude; Hit: 3d6 physical damage, and the target is slowed until the end of your next turn.; Salvage 3: A 3rd-level character can salvage the mass pistol. It becomes a light 1-hand ranged 10 weapon: Dex/Int; +3 accuracy; 2d6 physical damage, and the target is slowed until the end of your next turn. 28. MindboreOrbiter (O; C; Area 52) As this tiny silver drone circles your head, it continually yammers on about what those around you are thinking. It can get pretty annoying. Head; Power: Encounter Psychic; Standard Action, Ranged 20; Target: One creature; Attack: Level + 6 vs. Will; Hit: 4d6 + Intelligence modifier + twice your level psychic damage.; Salvage 4: A 4th-level character can salvage the mindbore orbiter. It becomes a head item with the following property: You can communicate telepathically with any creature within 5 squares of you. 29. Holoscanner (O; C; Area 52) This handheld sensor detects unusual energy signatures, life signs, and rare elements or compounds, including packages of those really tasty cheese puffs. Held Item; Power: Encounter; Minor Action, Close Burst 10; Effect: Until the end of the encounter, you know the exact location of all living creatures, energy sources, and unusual materials within 10 squares of you. In addition, you gain a +8 power bonus to Perception checks.; Salvage 6: A 6th-level character can salvage the holoscanner. It becomes a held item with the following property: You gain a +4 item bonus to Perception checks. 30. PlasmaSword (O; C; Area 52) When you trigger the hit, a blade of magnetically contained plasma extends from it. Weapon: 1-hand melee; Power: Encounter: Encounter Electricity, Fire; Standard Action, Melee 1; Target: One creature; Attack: Level + 8 vs. AC; Hit: 3d10 + Strength modifier + twice your level electricity and fire damage.; Salvage 6: A 6th-level character can salvage the plasma sword. It becomes a heavy 1-hand melee weapon: Str/Con; +2 accuracy; 2d10 electricity and fire damage.
33. Disruptor Pike (O; C; Ishtar) This 5-foot-long weapon projects lethal vibrations that emanate at a distance. Weapon: 2-hand ranged; Power: Encounter Sonic; Standard Action, Area Burst 1 within 10; Target: Each creature in burst; Attack: Level + 6 vs. Fortitude; Hit: 3d8 + Constitution modifier + your level sonic damage, and the target is dazed (save ends).; Salvage 4: A 4th-level character can salvage the disruptor pike. It becomes a heavy 2-hand melee weapon: Str/Con; +2 accuracy; 2d12 sonic damage. 34. Enviroboots (O; C; Ishtar) This footwear is a miracle of cross-time design. Feet; Property: You ignore difficult terrain while shifting.; Power: Encounter; Minor Action, Personal; Effect: Roll a d4 and apply the following effect.; 1: You are immobilized until the start of your next turn.; 2-3: Your speed increases by the number you rolled (2 or 3) until the start of your next turn.; 4: You can teleport 8 squares as a move action before the start of your next turn.; Until the end of the encounter, at the start of each of your turns, roll a d4 again and apply the new effect. You can end this effect by taking off the boots as a standard action. 35. ForceAxe (O; C; Ishtar) This powered axe is capped by a 20-inch semicircle of glowing blue force. Weapon: 2-hand melee; Power: Encounter Force; Standard Action, Close Burst 1; Target: Each creature in burst; Attack: Level + 6 vs. Reflex; Hit: 3d10 + Strength modifier + twice your level force damage, and you push the target 1 square.; Salvage 6: a 6th-level character can salvage the force axe. It becomes a heavy 2-hand melee weapon: Str/Con; +2 accuracy; 3d8 force damage, and you push the target 1 square. 36. Cerametal Armor (O; C; Xi) This ceramic-metal suit protects you from harm and braces you against being knocked on your butt. Armor: Heavy; Power: Encounter; Immediate Interrupt, Personal; Trigger: An attack knocks you prone or subjects you to forced movement; Effect: You aren’t knocked prone or subjected to forced movement from the triggering attack. In addition, you gain resist 5 to all damage against the triggering attack.; Salvage 2: A 2nd-level character can salvage the cerametal armor. It becomes heavy armor: +7 armor bonus to AC; +1 bonus to Fortitude. 37. Portacomp (O; C; Xi) This mini computer tablet makes it easier to hack mechanical and computational devices. Held Item; Power: At-Will; Standard Action, Ranged 10; Target: One computer, robot, or similar creature; Attack: Level + 6 vs. Will; Hit: The target is dominated (save ends). While dominated, the target will answer one question from you each round. 39. H11 Blaster Rifle (O; C; Xi) This large rifle will put a 2-inch smoking hole in your target. Weapon: 2-hand ranged; Power: Encounter Fire, Force, Laser; Standard Action, Ranged 20; Target: One Creature; Attack: Level + 6 vs. Reflex; Hit: 3d6 + Dexterity modifier + twice your level laser and force damage, and ongoing 5 fire damage (save ends); Salvage 6: 6th-level character can salvage the H11 blaster rifle. It becomes a light 2-hand ranged 20 weapon: Dex/Int; +3 accuracy; 3d6 laser and force damage. 62. Autodoc (O; U; Area 52) This shiny metal belt whirrs and clicks. Sometimes it dispenses colored pills that make you feel better. Waist; Power: Encounter Healing; Minor Action, Personal; Effect: You regain 10 hit points. In addition, until the end of the encounter, you regain 5 hit points at the start of each of your turns, if you have at least 1 hit point.; Salvage 2: A 2nd-level character can salvage the autodoc. It becomes a waist item with the following property: Your maximum hit points increase by 5. 64. Gunsight Orbiter (O; U; Area 52) This silver drone hovers in front of your forehead, telepathically imparting targeting data to your mind. Head; Power: Encounter; Free Action, Personal; Trigger: You deal damage with an attack; Effect: The triggering attack deals 2d10 + your Wisdom modifier extra damage to the target.; Salvage 5: A 5th-level character can salvage the gunsight orbiter. It becomes a head item with the following property: You gain a power bonus to damage rolls with ranged attacks equal to your Wisdom modifier. 65. Energized Armor (O; U; Area 52) This suit of black alloy and metal mesh is powered by a dark matter energy cell. The cell also generates a force shield for a short time. Armor: Heavy; Power: Encounter Force; Minor Action, Personal; Effect: You establish a force shield. While the shield is functional, you gain resist 10 to all damage. Whenever you take damage, roll a d20. On a 9 or less, the effect ends.; Salvage 6: A 6th-level character can salvage the energized armor. It becomes heavy armor: +7 armor bonus to AC; +1 armor bonus to all other defenses. 66. Thunder Grip (O; U; Area 52) When you pull this wide-mouthed pistol’s trigger, it emits a thunderous ring of destruction. Weapon: 1-hand ranged; Power: Encounter Sonic; Standard Action, Ranged 10; Target: One creature; Attack: Level + 6 vs. Reflex; Hit: 3d8 + Strength modifier + twice your level sonic damage. In addition, you knock the target prone, and the target is deafened (save ends).; Salvage 6: A 6th-level character can salvage the thunder grip. It becomes a heavy 1-hand ranged 10 weapon: Str/Con; +2 accuracy; 2d10 sonic damage, and the target is deafened until the end of your next turn. 67. Grav Mortar (O; U; Area 52) “It’s called the ‘G-force’ game. Now try to stay on your feet!” Weapon: 2-hand ranged; Power: Encounter Physical; Standard Action, Area Burst 2 within 20; Target: Each creature in burst; Attack: Level +6 vs. Fortitude; Hit: 2d8 damage + Constitution modifier + twice your level physical damage. In addition, you knock the target prone, and the target is immobilized (save ends).; Miss: Half damage, and target is slowed (save ends).; Salvage 8: An 8th-level character can salvage a grav mortar. It becomes a heavy 2-hand ranged 15 weapon: Str/Con; +2 accuracy; 3d8 physical damage; and you knock the target prone. 68. Photonic Spear (O; U; 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: 3d8 + Wisdom modifier + twice your level laser damage, and the target is blinded (save ends).; Salvage 2: A 2nd-level character can salvage the photonic spear. It becomes a light 2-hand melee weapon: Dex/Int; +3 accuracy; 1d12 damage, and the target takes a -2 penalty to attack rolls until the start of your next turn.
71. Diskthrower (O; U; Ishtar) This mechanical gauntlet lets you fling a spinning, diamond-sharp metal disk at your foe. Weapon: 1-hand ranged; Power: Encounter Physical; Standard Action, Ranged 10; Target: One creature; Attack: Level + 8 vs. AC; Hit: 2d12 + Dexterity modifier physical damage, and ongoing 10 physical damage (save ends).; Miss: You must choose a creature within 5 squares of the target and make the attack again against that creature.; Salvage 4: A 4th-level character can salvage the diskthrower. It becomes a light 1-hand ranged 10 weapon: Dex/Int; +3 accuracy; 2d8 damage. 72 JetBoots (O; U; Ishtar) These metal boots are very stylish, and the jet nozzles in each sole put an extra hop in your step! Feet; Power: Encounter, Minor Action, Personal; Effect: You gain a fly speed equal to your speed until the end of your next turn. If you take damage while flying, as an immediate reaction, “auto-jets” in the boots push you away from the triggering attacker a number of squares equal to your speed.; Salvage 5: A 5th-level character can salvage the jet boots. It becomes a feet item with the following property: You gain a +10 item bonus to Athletics checks to jump. 73 ForceShield (O; U; Ishtar) This silver-tinted gauntlet generates a shield-shaped disk of crackling energy that can protect you from most attacks. Arms; Power: Encounter Force; Immediate Interrupt, Personal; Trigger: You are hit by an attack; Effect: You gain resist 20 to all damage until the end of your next turn.; Salvage 6: A 6th-level character can salvage the force shield. It becomes a shield: +1 shield bonus to AC; +2 shield bonus to Reflex; you gain resist 3 to all damage while you aren’t granting combat advantage. 74 GravityHammer (O; U; Xi) This hammer uses gravitational attraction to accelerate your blows tenfold! Weapon: 2-hand melee; Power: Encounter Physical; Standard Action, Close Burst 5; Target: One creature in burst; Attack: Level + 6 vs. Fortitude; Hit: You pull the target 4 squares. If the target is adjacent to you after the pull, it takes 6d8 + Strength modifier + twice your level physical damage, and you knock yourself and the target prone.; Salvage 8: An 8th-level character can salvage the gravity hammer. It becomes a heavy 2-hand melee weapon: Str/Con; +2 accuracy; 2d12 + Strength modifier physical damage, and you knock the target prone. 75 RepeatingGaussRifle (O; U; Xi) This rifle uses magnetic fields to launch heavy darts at high velocity. Weapon: 2-hand ranged; Power: Encounter Physical; Target: One, two, or three creatures; Effect: You make three attacks divided between one, two, or three targets.; Attack: Level + 8 vs. AC; Hit: 1d12 + Dexterity modifier + your level physical damage, and you push the target 1 square.; Salvage 2: A 2nd-level character can salvage the repeating gauss rifle. It becomes a light 2-hand ranged 20 weapon: Dex/Int; +3 accuracy; 1d12 damage; and you push the target 1 square. 76 Power Fist (O; U; Ishtar) This 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. In addition, you push the target a number of squares equal to your Strength modifier (minimum 1) and knock it prone.; Miss: Half damage, and you push the target 1 square and knock it prone.; Salvage 2: A 2nd-level character can salvage the power fist. It becomes a heavy 1-hand melee weapon: Str/Con; +2 accuracy; 2d6 + Strength modifier damage, and you knock the target prone. 77 Artificial Blood (O; U; Xi) This small medical unit attaches to your lower back and injects nanobots into your bloodstream when you need a boost. Waist; Power: Consumable; Free Action, Personal; Trigger: You start your turn; Effect: Until the end of the encounter, whenever you roll a saving throw, you can replace the result of the roll with a 10. 78 Electrostaff(O; U; Xi) The electromagnetic pulse generators in each end of this staff deliver an electrifying punch to your foes. Weapon: 2-hand melee; Power: Encounter Electricity; Standard Action, Melee 1; Target: One Creature; Attack: Level + 6 vs. Reflex; Hit: 3d8 + Constitution modifier + twice your level electricity damage, and the target is stunned (save ends).; Salvage 6: A 6th-level character can salvage the electrostaff. It becomes a heavy 2-hand melee weapon: Str/Con; +2 accuracy; 3d8 + Constitution modifier electricity damage, and the target is slowed until the end of your next turn. 79. Marauder Armor (O; U; Xi) This sleek suit of powered armor gives you limited flight, making it perfect for scouting. Armor: Light; Power: Encounter; Move Action, Personal; Effect: You gain a fly speed equal to your speed until the end of the encounter. You must land at the end of your turn, or you crash.; Salvage 8: An 8th-level character can salvage the marauder armor. It becomes light armor: +4 armor bonus to AC; you can fly your speed as a move action once during each of your turns. 80. Chameleon Shield (O; U; Area 52) This shield’s surface changes color and texture to blend with its surroundings. Arms; Power: Encounter; Minor Action, Personal; Effect: You become invisible until the end of your next turn. In addition, you gain a +5 power bonus to Stealth checks until the end of the encounter.
101. Holoshield (O; R; Area 52) This shield generator creates a field of virtual matter that deflects attacks away from you. Arms; Power: Encounter; Immediate Reaction, Melee 1; Trigger: An enemy misses you with a melee attack or ranged attack; Target: One creature adjacent to you, other than the triggering enemy.; Effect: The triggering enemy rerolls the attack against the target.; Salvage 2: A 2nd-level character can salvage the holoshield. It becomes a shield: +1 shield bonus to AC; +2 shield bonus to Reflex; you start each encounter with 5 temporary hit points. 102. Mini Tank (O; R; Area 52) It even has a cannon! HP 200, Space 2 by 4 squares; AC 22, Other Defenses 20; Speed 6; Driver and Gunner: A driver and gunner each occupies 1 square of the mini tank’s space and must have both hands free to move it or use its power. As a standard action, a gunner can recharge the tank’s power (reload) with a DC 16 Mechanics check.; Load: 5 Medium creatures; 600 lbs of gear.; Power: Encounter Physical; Standard Action, Area Burst 1 within 20; Target: Each creature in burst; Attack: Level + 8 vs. AC; Hit: 3d8 + Intelligence modifier + your level physical damage.; Salvage 4: A 4th-level character can salvage the minitank. It becomes a vehicle as above, but has no attack power. 103. Neural Baton (O; R; Area 52) This long, metallic, barbell-shaped rod amplifies your psychic potential. Weapon: 1-hand melee; Power: Encounter Psychic; Standard Action, Melee 2; Target: One creature; Attack: Level + 6 vs. Will; Hit: 4d6 + Charisma modifier + twice your level psychic damage, and the target is dazed (save ends).; Miss: Half damage.; Salvage 4: A 4th-level character can salvage the neural baton. It becomes a special 1-hand melee 2 weapon: Wis/Cha; +0 accuracy; attacks Will; 2d8 psychic damage.
69. Hospice Beacon (O; U; Ishtar) This one-foot high gleaming pyramid of golden allow creates a field that accelerates healing. Held Item; Power: Encounter Healing, Zone; Minor Action, Close Burst 2; Effect: You and each ally within the burst regain 10 hit points. In addition, the burst becomes a zone that lasts until the end of your next run. Whenever you or an ally regains hit points while within the zone, that character regains 5 additional ht points. While the zone exists, you can spend a standard action during your turn to make the zone persist until the end of your next turn.
105. Teleport Pads (O; R; Area 52) These shining silver disks come in paris. When you steop on one, it teleports you instantly to the location of the other. They're fun at parties too. Held Item; Power: Encounter Teleportation; minor Action, Close Burst 5; Effect: You place two teleport pads, each a square within the burst. While in a teleport pad square, any creature can teleport to the other pad as a minor action. If the destination pad square is occupied, the occupying creatures swapos positions with the teleporting creature. In addition, while in a teleport pad square, you can move the pad to another square within 5 squares of you as a move action.
106. Inviso Armor (O; R; Area 52) “Yes, I was here the whole time. And I heard everything you said about me!” Armor: Light; Power: Encounter; Minor Action, Personal; Effect: You become invisible until the end of your next turn.;Salvage 6: A 6th-level character can salvage the Inviso Armor. It becomes light armor with the following property: You gain concealment against any creature not adjacent to you.
107. Force Field Projector (O; R; Area 52) This pear-shaped projection device generates a powerful force field. Held Item; Power: Encounter Force; Minor Action, Area Wall 10 within 20 squares; Effect: You create a force field up to 4 squares high that lasts until the end of the encounter, or for 5 minutes, whichever occurs sooner. You can turn the field off as a minor action. The field is immoble and blocks all movement and line of effect. If created horizontally, the force field can be used as a bridge.;Salvage 8: A 8th-level character can salvage the Force Field Projector. It becomes a held item as above, but projects an area weal 2 within 5 squares.
108. Phase Cape (O; R; Ishtar) Your molecules shift of out phase when you swirl this cape around yourself, allowing you to pass through walls and other solid objects. Neck; Power: Encounter; Minor Action, Personal; Effect: Until the end of your next turn you can move through walls and other blocking terrain, as well as trhough squares occupied by enemies. If you end this movement inside a solid object or creature, you return to the last unoccupied square you came from and are stunned until the end of your next turn.
*109. Energy Mace (O; R; Ishtar) This mutant-beater has one heck of a wallop. weapon: 1-hand melee; Power: Encounter Electricity, Force; standard Action, Melee 1; Target: One creature; Attack: Level +8 vs. AC; Hit: 4d8+ Strength or Constitution modifier + twice your level electricity and force damage, and you push the target 3 squares, and the target is stunned until the end of its next turn.;Salvage 4: A 6th-level character can salvage the Energy Mace. It becomesheavy 1-hand melee weapon: Str/Con; +2 accuracty; 2d8 electricity and force damage, and you push the target 1 square.
* This card requires errata. Entry is per the card.
110. Black Ray Gun (O; R; Area 52) This ornate pistol fires a ray of ebony energy that will drop your enemy in its tracks. 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). The unconsciousness also ends if the target takes damage.;Salvage 8: An 8th-level character can salvage the Black Ray Gun. It becomeslight 1-hand ranged 10 weapon: Dex/Int; +3 accuracy; targets Will; 2d8 necrotic damage, and ongoing 5 necrotic damage (save ends).
111. Skycycle (O; R; Area 52) It's a flying “motorcycle.” Beware of power lines. Hp 50, space 2 by 1 squares; AC 18, Other Defenses 15; Speed Fly 20; Driver: A driver occupies the front square of the sckycycle's space and must have on hand free to move it.; Load: 2 Medium creatures: 200 lbs of gear;Salvage 6: A 6th-level character can salvage the Skycycle. It becomes a special item, as above.
82. Invisibility (A; R; Dark) You can finally fight naked, just like you've always wanted to. Benefit: You are invisible. Whenever you attack while Invisible, you give away the square you're attacking from.; Overcharge: When you start your turn, you can roll a d20; 10+: While this card is readed, you don't give away the square you're in when you attack; 9+: Each creature in a close burst 5 except for you becomes invisible until the end of your next turn.
83 Density (A; R; Bio) Your mass increases drastically, making it tough for others to move you. Benefit: You gain resist 5 to all damage and are immune to forced movement. In addition, you can enter enemy spaces. Whenever you do so, you push the enemy 1 square.; Overcharge: When you start your turn, you can roll a d20; 10+: The resistance to all damage increases to 10 while this card is readied.; 9+: You are also slowed while this card is readied.
84. Fire Wings (A; R; 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.
85. Explosive Pods (A; R; Bio, Fire) You grow a seed pod from your body that you can pull off and throw. Standard Action, Area Burst 2 within 10 squares; Target: Each creature in burst; Attack: Level + Strength vs. Reflex; Hit: 3d8 Strength modifier + twice your level fire damage, and you knock the target prone. Overcharge: When you hit with this power, you can roll a d20; 10+: You grow a new pod at the start of your next turn and can use this power a second time while this card is readied.; 9+: You also accidentally cause another pod on your body to explode. Make another attack again, centered on your own square.
86. Center Cannot Hold (A; R; Bio, Psychic) Your presence induces life-ending despair in others. Yes, more than usual. Benefit: Your presence is disruptive to sentient minds. Whenever a creature ends its turn adjacent to you, it takes 10 psychic damage.; Overcharge: When you start your turn, you can roll a d20; 10+: The psychic damage increases to 15 while this card is readied; 9+: You are dazed and take ongoing 15 psychic damage (save ends both).
87. Mind Trick (A; R; Psi) "These aren't the mutants you're looking for." Free Action, Ranged 20;Trigger: You make an Interaction check;Effect: You gain a +10 power bonus to the check, and one creatuer you are interacting with believes whatever you say as part of the check.; 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+: The creature you're making the Interaction check against now believes the exact opposite of whatever you inteded. It also becomes aware that you tried to manipulate its mind.
88. 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 succed on its saving throw to end the domination effect.; 9+: When this effect ends, the dominated creature dominates you (save ends).
89. Shadow Person (A; R; Dark) You become a shadowy double from another worldline. People see you as someone they expect to see. Benefit: YOU appear as a generic Medium-siezed humanoid. Other creaures see you as a memeber of their own race. You gain a +5 power bonus to Interaction checks to lie or bluff.; Overcharge: When you start your turn, you can roll a d20; 10+: Whenever you attack, your target grants combat advantage to you while this card is readied.; 9+: You don't gain or grant any benefit from flanking with your allies. In addition, you provoke opportunity attacks from your allies, and they must make those opportunity attacks if possible.
47. Duality (A; U; Psi) "You divide your conciousness 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+: 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.