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Yeah. I have my group pretty physced to be running around with faulty fusion guns as mentally empowered lizard people covered in fur. This card list is only exaberates things really. I'd love to help out but I'll have to make do by saying Great job everyone, thanks for everything you're doing, heres hoping we can have the other 40 done soon.
Thanks to all involved. Let's hope we see the last 40 Omega Tech typed up soon
Yes, I am really pumped for these cards. I wont actually have access to game for a while so I can't help :P pooh. But lets get it done! Thanks all!
(I even purchases card stock in anticipation of these cards! )
To everyone who PMed me... Sorry for the delay, but real life invaded my online time... Should have a reply to your request really soon....
Is it possible that we can get one compiled list in a single post, or perhaps a pdf?
There's currently a beta of the PDF version floating about... Okay two versions, one is 4 to a page and the other is 9 to a page... If I knew of a hosting site they would appear there...
So is someone going to make CCG sized versions of these lists, with the titles on the top and the appropriate information on the cards? That way, we could print out copies of both the atom and rad sets, and have matching backs and such. I could even let my players use those to build decks and then still have my GM deck for whenever we need that.
The last promo card you're missing is called "Two-Headed," and is a convention exclusive. It was first given out at New York Comic Con 2010. I believe it will be available at D&D Experience in January 2011 next.
Heh, yeah I did some digging, and can't even find mention of the card anywhere.
Excellent job on the compiled list! Thank you very much!
Thanks everyone for your work on this. Very appreciated.
Peace Tomas
Whoever had that 9 per page PDF that was floating around... mind sending me a link or PMing it to me or something? Much thanks!
For 113: Assumption is good.
For 114: Look at the CONTEXT of what's going on. All DAMAGE is based on MODIFIERS and you shouldn't have to say that in the descirption. Though, I think they decided to forgo that particular word in Gamma World since I think WotC believes everyone who plays will have the D&D 4e rules. Just look where they have the Gamma World forums... The deck of cards in the Gamma World box set is 80 cards; 40 are Alpha Mutations, the other 40 are Omega Tech. We call this deck the "Rad" deck because it has a radiation symbol in the upper right corner. 2. Adaptive Resistance (Bio) That which does not kill us makes me stronger. Shame about you, though... Immediate Interrupt, Personal; Trigger: You take damage; Effect: You gain resist 10 to the damage type of the triggering attack while this card is readied; Overcharge: When you use this power, you can roll a d20; 10+: You are immune to that damage type instead while this card is readied; 9 or less: You also gain vulnerable 5 to all other damage types while this card is readied. 3. Psychic Reversal (Psi, Psychic) I'm rubber, you're glue. Immediate Interrupt, Personal; Trigger: You take psychic damage from an enemy's attack; Effect: The triggering enemy takes that psychic damage instead. You still suffer any other effects from the triggering attack; Overcharge: When you use this power, you can roll a d20; 10+: The triggering enemy is also stunned until the end of your next turn. 9 or less: You take one-half the psychic damage instead, and the triggering enemy takes the rest. 4. Anti-Life Leech (Dark) Nobody better life leech you, or they'll be sorry. Benefit: You gain resist 10 necrotic. In addition, you are immune to life-leech attacks. When a creature targets you with life leech, it is stunned until the end of its next turn, and its hit point total drops to its bloodied value (or to 1 hit point if it is already bloodied); Overcharge: None. 5. Aquatic Adaptation (Bio) All that time you spent in the tub as a youngster is finally paying off! Benefit: You can breathe water, and you gain a Swim speed equal to your speed; Overcharge: At any time, you can roll a d20; 10+: While this card is readied, you can mentally communicate with fish within a mile of you; 9 or less: While this card is readied, you think you can mentally communicate with fish within a mile of you. 6. Carapace (Bio) Your skin hardens into a thick, tough carapace. Benefit: You gain a +2 power bonus to AC and take a -1 penalty to speed; Overcharge: When you start your turn, you can roll a d20; 10+: While this card is readied, the power bonus to AC increases to +4; 9 or less: You cocoon yourself in your own shell (save ends). While you're under this effect, the power bonus to AC increases to +10, and you can't take any actions. 7. Cloud the Mnd (Psi) Who knows what evil lurks in the hearts of men ... or whatever the hell that is. Minor Action, Close Burst 5; Target: One creature in burst; Effect: The target can't see you (save ends). While under this effect, the target doesn't realize you exist or notice any of your actions; Overcharge: When you use this power, you can roll a d20; 10+: The target takes a -5 penalty to saving throws against this effect; 9 or less: You cloud your own mind and can't see the target (save ends). 8. Beguiling (Psi): Noooo! Pleeeease don't hurt me! Minor Action, Close Burst 5; Target: Each enemy in burst; Attack: Level + 3 vs. Will; Hit: The target can't attack you (save ends); 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: When the target saves against this effect, it gains a +2 bonus to attack rolls against you while this card is readied. 9. Devolution (Dark, Psychic) A mind is a terrible thing to waste. Standard Action, Ranged 10; Target: One creature; Attack: Level + 3 vs Fortitude; Hit: 3d10 + Intelligence modifier + twice your level psychic damage, and the target is dazed and can make only basic attacks (save ends both); Overcharge: When you hit with this power, you can roll a d20; 10+: The target takes a -5 penalty to saving throws against this power; 9 or less: You also hit yourself with this power. 10. Confusion (Psi) Huh? What? Standard Action, Ranged 5; Target: One creature; Attack: Level + 3 vs Will; Hit: The target is confused (save ends). While the target is under this effect, roll a d6 a the start of its turn to see what it does:; 1-2: It doesn't take any actions; 3-4: It attacks the nearest creature; 5: It moves away from you at full speed; 6: It acts normally; Overcharge: When you hit with this power you can roll a d20; 10+: You choose the d6 result during each turn the target is confused; 9 or less: You're also confused until the end of your next turn. 11. Light Generation (Dark, Fire) You Generate a blinding burst of light from your body. "Say cheese!" Standard Action, Close Burst 5; Target: Each creature in burst; Attack: Level + 3 vs Reflex; Hit: The target is blinded until the end of your next turn.; Overcharge: When you use this power you can roll a d20; 10+: The target is instead blinded until it saves; 9 or less: You ignite yourself on fire and take ongoing 5 fire damage(save ends). You can't save against this effect during the turn you overcharge it. 12. Empathic Healing (Healing, Psi) I feel your pain. Minor Action, Close Burst 3; Target: One ally in burst. Effect: The target regains hit points equal to 5+ your level and can make a saving throw.; Overcharge: When you use this power you can roll a d20; 10+: You can target two or three allies in the burst. ; 9 or less:You loose hit points equal to your bloodied value. 13. Fast Healing (Bio, Healing) "It was only a scratch." Benefit: Whenever you start your turn and have at least 1 hit point, you regain 5 hitpoints. In addition, when you take a second wind, you regain 10 additional hit points.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, you regain 10 hit points at the start of your turn instead of 5.; 9 or less: You are covered in scar tissue from too much healing(save ends). While under this effect, you are slowed and take a -2 penalty to attack rolls. You can't save against this effect during the turn you overcharge it. 14. Feelers (Bio) Hey! Watch where you're putting those things! You can see creatures or objects within 2 squares of you that are invisible, obscured, or on the other side of blocking terrain, if those creatures are in contact with the ground or a similar surface.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, you can see creatures or objects within 3 squares of you instead of 2, and your melee reach increases by 1.;9 or less: You are covered in fleshy nodules (save ends). While under this effect, you take a -2 penalty to attack rolls and to all defenses. 15. Force Field Generation (Psi) You project an invisible, inpenetrable wall of force nearby. Minor Action , Area Wall 12 within 10 squares; Effect: You create an invisible wall of force up to 12 squares long. The wall is up to 4 squares high, and it lasts until the end of your next turn. It blocks all movment and line of effect.; Overcharge: When you use this power you can roll a d20.;10+: While the wall exists, you can spend a minor action at the start of your turn to make the wall persist until the end of your next turn.; 9 or less: You are dazed until the end of your next turn. 16. Sound Imitation (Bio) "Have you ever heard 37 cats scratching a chalboard at once? Want to?"; Benefit: You can perfectly mimic any sound. You gain a +5 power bonus to skill checks related to imitating sound.; Overcharge: When you hear a sonic attack, you can roll a d20.;10+: Before the end of your next turn, as a standard action, you can duplicate the triggering sonic attac if this card is readied.; 9 or less: You can't speak or make sounds with your voice while this card is readied. (No talking!) 17. Footus Ginormicus (Bio) You grow enormous clown feet. ; Benefit: You gain a swim speed equal to your land speed and ignore difficult terrain from soft ground such as snow or mud.; Overcharge: Really? 18. Extra Arm (Bio) "Guess how many fingers I'm holding behind my back. No, twelve!"; Benefit: You grow an additional arm. You can use it to carry a shield, help wield a two-handed weapon, carry an extra one-handed weapon, and so on. If you carry an extra weapon, you can make a basic attack with that weapon once per round as a minor action.; Overcharge: When you start your turn you can roll a d20.; 10+ While this card is readied, you grow a second new arm. You can wield an additional two-handed weapon with both new arms.; 9 or less: you existing arms shrink into your body until the end of your next turn. You drop everything you are holding. 19. Shaggy Pelt (Bio) A thick, yeti-like pelt of hair covers your body. It smells like a yeti too.; Benefit: You gain a +1 power bonus to AC and resist 5 cold from your new pelt.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, the power bonus increase to +2, and you gain resist 10 cold instead of 5.; 9 or less: You become tangled in your own pelt (save ends). While under this effect, you are slowed and can't shift. 20. Infravision (Bio) You can see thermal energy. Benefit: You can see in darkness and through fog, smoke, and other obscuring conditions. You can also see invisible creatures or objects.; Overcharge: When you start your turn, you can roll a d20.; 10+: You gain a +5 power bonus to Perception checks while this card is readied. ; 9 or less: While this card is readied, you can see only thermal radiation and take a -2 penalty to attack rolls and Perception checks. 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.
The original post has been updated with a link to the complete list of Alpha Mutations in the Gamma World box set, the "Rad" deck. I proofread, but did not check against the original cards, so please continue to put errors and corrections up here and I will fix.
We still need the Omega Tech from "Rad." Here's the first 10. 41. Unstable Vibroblade (Area 52) This 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 + Dexerity 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: 3d8 + 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. Armor: 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 armor 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: 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 eff 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 Jetpack (Area 52) Up, up, and ... whoah! 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 euqal to your speed after the damage is dealt. 50. Music Box (Ishtar) When you spin the dials just right, the music of the Ancients floods 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).
Fixed! Thanks to Kerry and Andrew.
Other corrections are always welcome.
Someone should make a full PDF of all the Alpha Mutations (because they're all done now) in the style of the original cards.
I made a card background, of what I think would be reasonable for these cards. Its not an exact copy, but it'd be easier to type onto. (note, I used some of AH_anarchy's resources as a base)
Elsewhere on this thread, representatives from WotC have assured us that the closer this thread gets to producing substitute cards, the more certain it is to be shut down.
No actual cards should be posted to this thread. But a reference list is something we can do. Only 30 Omega Tech to go.
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.]
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 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.
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!
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.
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.
Did anybody notice that the Overcharge condition is missing from these 10?
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.
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.
As long as I'm nitpicking . . .
![]() 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!
Just out of curiousity, where were you guys able to grab a copy of that card?
Someone posted a readable scan of the card in an ebay auction. It's already at $17.50 -- too rich for my blood.
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!
Did I miss the full listing of Omega Tech from the CCG set?
From the base set: community.wizards.com/go/thread/view/758...
The others are around page 2 or 3 i think...
Yeah, I saw the base cards, and I own them. I'm talking about the ones from the 120 collectible cards.
The link to the "Atom" (i.e. booster) Omega card list is in the very first post in this thread. Here's a link:
community.wizards.com/go/thread/view/758...
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.
Does anyone have the "Atom" (Booster) card lists in .csv form or in a spreadsheet? (If it is already here somewhere and I missed it, I apologize)
Are the ten new cards from Legion of Gold being written down by anyone?
Im sure theyll be added here, but not until people have a chance to get the set. Unless you were at the event, people probably dont have a copy yet.
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."
I love this thread! I have taken its contents and incorporated it into my auto-calc character sheet. The Alpha and Omega cards content is really sueful so that we can keep track of what cards the PCs have. I run more than one game, and don't want to keep the cards in the players' hands between sessions.
Now all I have to do is find all the singles I don't have. That xl file is great too. thanx
Thanks to Mordiceius for the Excel Spreadsheet!! Wish I knew enough to create a sheet or program to pop out a random mutation/tech based on that database. May just make cards myself then not have to worry about it at all. Thanks again!!
Someone asked for the actual Card #s to be included on Mordiceius' fantastic spreadsheet. I wanted to have the Card #s on there too, so I went ahead and added a column for that to his spreadsheet and have re-posted it on GoogleDocs.
Mordiceius' Spreadsheet 2.0, now with more Card #s Enjoy!
I haven't picked up a copy yet, but did Famin in Far-Go come with cards?
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