The "Atom" card setAlpha Mutations 1. Wings (A; C ; Bio) It's a Bird! It's a plane! It's a - it's a- heck, I don't know what it is. Benefit: You grow wings and gain a fly speed of 8, but you must land at the end of your turn, or crash; Overcharge: When you start your turn, you can roll a d20; 10+: You do not need to land at the end of your turn.; 9 or less: As a free action you fly 2d6 squares in a random direction and crash, taking 2d10 physical damage. In addition you fall prone and are dazed until the end of your next turn.
2. Tentacles (A; C; Bio) For the love all that's holy, what's growing out of you? Benefit: You grow 2 tentacles, in addition to your normal limbs. You can draw or sheathe a weapon (or retrieve or stow an item stored on you) as a free action instead of a minor action.; Overcharge: When you start your turn, you can roll a d20; 10+: While this card is readied, you can make a basic attack with your tentacles each round as a minor action.; 9 or less: Your tentacles decide to strangle you. You fall prone and are stunned (save ends)
3. Mind Switch (A; C; Psi) You switch the minds of two creatures. Standard action, ranged 10; Target: One enemy; Effect: The target is dominated (save ends) by you or a willing ally within 10 squares of the target. While the target is dominated, it dominates the creature dominating it.; Overcharge: When you start your turn, you can roll a d20; 10+: The target takes a -5 penalty to saving throws against this power.; 9 or less: You are also stunned(save ends). You can't save against this effect during the turn you overcharge it.
4. Radio Head (A; C; Dark) You've got a song stuck in your head. And so does everyone else. Benefit: You can receive and broadcast analog radio signals. You can transmit any sound you can imagine or are currently hearing, including voice communications and sound. You have a range of 10 miles. ; Overcharge: When you start your turn, you can roll a d20; 10+: Your range increase to 50 miles instead of 10.; 9 or less: You unconsciously broadcast a hostile radio signal that incites anger in all nearby sentient machines and robots. It also draws mobile sentient machines and robots within 1 mile of your location to you.
5. Narcolepsy (A; C; Psi) Nighty-night! Standard action, ranged 10; Target: One creature; Attack: Level+3 vs. Will; Hit: You inflict narcolepsy on the target (save ends). While under this effect, whenever an attack hits the target, it falls unconscious until the start of its next turn; Overcharge: When you hit with this power, you can roll a d20; 10+: Your target takes a -5 penalty to saving throws against this power; 9 or less: You fall unconscious (save ends). You can't save against this effect during the turn you overcharge it.
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).
14. Dart Cough (A; C; Bio, poison) That's one nasty cough! Standard action, ranged 10; Target: One creature; Attack: Level+5 vs. AC; Hit: 2d10+twice your level poison damage, and ongoing 10 poison damage (save ends); Overcharge: When you hit or miss with 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 3d10 poison damage, and ongoing 10 poison damage (save ends). You can't save against this effect during the turn you overcharge it.
15. Proboscis (A; C; Bio, Healing, Physical) our nose grows into a two-foot long stabbing weapon that siphons vital fluids from your foe. No, really. Minor Action Melee 1; Target: One creature granting you combat advantage; Attack: level + 5 vs AC; Hit: 1d6 physical damage, and you regain hit points equal to your level; Effect: You can use this power each turn while this card is readied. Overcharge: When you start your turn, you can roll a d20; 10+: If you hit with this power, you regain hit points equal to twice your level instead; 9 or less: Your proboscis gets in your way. You take a -2 penalty to attack rolls (save ends).
16. Metal Body (A; C; Dark) "Hey tin man, enough with the squeaking. And do something about that glare!" Benefit: Your skin changes to shiny, banded metal. You gain a +1 power bonus to AC, and your maximum hit point value increase by 15.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, the power bonus to AC increases to +2, and your maximum hit point value increases by 30 instead of 15.; 9 or less: Your metal skin grows too thick, and you make like a metal statue (save ends). While under this effect, you are stunned.
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 gets a +5 bonus to attack rolls against you while this card is readied.
24. Psychic Illusion (A; C; Psi, Psychic) Now this is a KNIFE! Standard Action, close burst 10; Effect: You modify one aspect of the environment in the burst, by adding or subtracting a single illusory object. The object must fit within a square, such as a gun, a dead body, a short bridge, and so on. Any creature that interacts with the object reveals it as illusory, but it seems completely real up to that point. The illusion lasts while this card is readied. Overcharge: When you use this power, you can roll a d20; 10+: Any creature that interacts with the illusion takes 5d8+twice your level psychic damage; 9 or less: You take 5d8+twice your level psychic damage.
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.
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; U; Psi) "You divide your consciousness 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 or less: 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.
48. I, Battery (A; U; Dark, Electricity) You stick your finger insides a piece of discharged equipment and try to make it work again. No Action, Personal; Trigger: You use an Omega Tech card; Effect: You can use the Omega Tech card one additional time during the encounter. Do not roll to see if the Omega Tech burns out after the triggering use.; 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 experience power overload and you an each creature adjacent to you takes 2d10 electricity damage.
49. Phase Strike (A; U; Dark, Physical, Weapon) You shift your enemy out of phase for a short time, which disorients it. Standard action, Melee or ranged; Target: One creature; Attack: Level + Wisdom vs. Will; Hit: 2[W] + Wisdom modifier + your level physical damage, and the target is stunned and takes ongoing 5 physical damage (save ends both). Overcharge: When you use this power, you can roll a d20; 10+: The attack deals 2[W] extra physical damage; 9 or less: Your attack misses because your weapon temporarily vanishes (save ends).
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.
59. Multiattack (A; U; Psi; Weapon) You attack in a blinding flurry of weaponry. Standard action, Melee or ranged; Requirement: You must be wielding two weapons.; Effect: Make two basic attacks with your primary weapon and one basic attack with your secondary weapon. You can shift 1 square after each attack.; Overcharge: When you use this power, you can roll a d20.; 10+: You can use this power a second time on your next turn if this card is readied.; 9 or less: After the attack, you drop each weapon you're holding 1d6 squares away from you in a random direction.
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; 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 readied, you don't give away the square you're in when you attack; 9 or less: 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 or less: 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 or less: 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 or less: 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 or less: 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 creature 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 or less: The creature you're making the Interaction check against now believes the exact opposite of whatever you intended. 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 succeed on its saving throw to end the domination effect.; 9 or less: 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-sized humanoid. Other creatures see you as a member 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 or less: 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.
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.
92. Pants on Fire (A; R; Dark, Fire) Your body flares with white-hot fire, burning away all that hinders you. And your pants. No Action, Personal; Trigger: You start your turn and are dazed, immobilized, restrained, slowed, or stunned; Effect: One triggering condition on you ends, and each creature adjacent to you takes 3d6 + twice your level fire damage; Overcharge: When you use this power, you can roll a d20; 10+: You can take an extra standard action during this turn; 9 or less: You burn too bright and fall unconscious (save ends).
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).
96. Know-It-All (A; R; Psi) You're good at pretty much everything you do. And you don't mind saying so. Benefit: You gain a +10 power bonus to Intelligence, Wisdom, and Charisma-based skill checks.; Overcharge: When you start your turn, you can roll a d20.; 10+: The power bonus increases to +15 while this card is readied.; 9 or less: Whenever you make an Intelligence, Wisdom, or Charisma-based skill check while this card is readied, the GM rolls a die in secret. Odd: No effect. Even: The +10 power bonus becomes a -10 penalty instead.
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.