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2 years ago  ::  Feb 03, 2011 - 3:57PM #171
WindLane
Date Joined: May 30, 2010
Posts: 155
Are the ten new cards from Legion of Gold being written down by anyone?
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2 years ago  ::  Feb 03, 2011 - 4:10PM #172
Chandrak
  • Stampeding Hybrid
Date Joined: Aug 14, 2005
Posts: 862
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.
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2 years ago  ::  Feb 04, 2011 - 7:23PM #173
Oraibi
Date Joined: Apr 17, 2008
Posts: 438

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."




Gamma World Downloads: Character sheets, GM screen, adventures, monsters, house rules, cards, and more!
You can usually find my posts at the Gamma World forum.
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2 years ago  ::  Feb 07, 2011 - 7:35AM #174
Cadilon
Date Joined: Mar 14, 2008
Posts: 6
There is another promo "Two-Headed" available on ebay.
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2 years ago  ::  Feb 07, 2011 - 9:28AM #175
Seeker95
  • Reasonably Disagreeable
Date Joined: Oct 24, 2001
Posts: 9,933
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.
Here are the PHB essentia, in my opinion:
  • Three Basic Rules (p 11)
  • Power Types and Usage (p 54)
  • Skills (p178-179)
  • Feats (p 192)
  • Rest and Recovery (p 263)
  • All of Chapter 9 [Combat] (p 264-295)

A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing.
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2 years ago  ::  Feb 21, 2011 - 7:14PM #176
Mordiceius
Date Joined: Jun 26, 2010
Posts: 5
I made a thing for you all:

spreadsheets.google.com/ccc?hl=en&key=tL...
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2 years ago  ::  Feb 28, 2011 - 7:21AM #177
voodoodolly
Date Joined: Aug 19, 2007
Posts: 17
Mordiceius... You freaking rule!
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2 years ago  ::  Feb 28, 2011 - 10:06AM #178
DubmasterC
Date Joined: Dec 23, 2010
Posts: 106
This is insanely awesome. Thanks
Why did the hoop cross the road?
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2 years ago  ::  Mar 01, 2011 - 10:42AM #179
MajesticMoose
Date Joined: Jul 30, 2003
Posts: 2,102
Now all I have to do is find all the singles I don't have.  That xl file is great too.  thanx
My Blog, mostly about D&D.

Feb 23, 2011 -- 12:38PM, Leo_the_Rat wrote:

I imagine that Majestic Moose plays a more "A team" type game than most of us.  By that I mean he allows his players to make tanks out of a backyard playground set since the players have more "fun" that way.


Actually I much prefer The Losers.Spoiler: Show

When I and my friends sit down we want a game of heroic fantasy.  Rare is the moment when I have cried out in a video game or RPG "that's unrealistic." (Unless there is no jump button.  Seriously makes me mad, single handedly ruined the N64 zelda series for me, but that's a digression of a digression.)

I mean, we play games with the force in galaxies far, far away, with supernatural horrors, dragons and demi-gods, alternate cosmologies, etc.

Reality and it's effects hold little sway to what makes a Heroic fantasy game fun IMO.

Just repeat after me:

You are not a beautiful or unique snowflake.
You are not how much you've spent on WotC products.
You are not whatever RPG you play.
You are one of tens of thousands of people that spend money on a hobby.
You will not always get what you want
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2 years ago  ::  Mar 02, 2011 - 11:52AM #180
FlashbackJon
Date Joined: Jul 5, 2006
Posts: 2,145

Feb 21, 2011 -- 7:14PM, Mordiceius wrote:

I made a thing for you all:

spreadsheets.google.com/ccc?hl=en&key=tL...



This is just me being completist, but any chance you'd include the actual card numbers for each card?  (I realized after a couple minutes that the numbers corresponded to the random table you included.)

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