Gamma World - Master Card List
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#NameCard #SetRaritySourceDescription
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1Accelerated Reflexes1BaseCommonBioYou kick your reaction speed into overdrive. Free Action, Personal; Trigger: You start your turn; Effect: You gain a +2 power bonus to attack rolls and to all defenses until the end of your next turn. In addition, you shift 3 squares and take a standard action; Overcharge: When you use this power, you can roll a d20; 10+: You can use this power a second time on your next turn while this card is readied; 9 or less: At the end of your turn, you are stunned until the end of your next turn.
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2Adaptive Resistance2BaseCommonBioThat 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.
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3Psychic Reversal3BaseCommonPsi, PsychicI'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.
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4Anti-Life Leech4BaseCommonDarkNobody 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.
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5Aquatic Adaptation5BaseCommonBioAll 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.
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6Carapace6BaseCommonBioYour 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.
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7Cloud the Mind7BaseCommonPsiWho 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).
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8Beguiling8BaseCommonPsiNoooo! 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.
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9Devolution9BaseCommonDark, PsychicA 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.
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10Confusion10BaseCommonPsiHuh? 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.
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11Light Generation11BaseCommonDark, FireYou 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.
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12Empathic Healing12BaseCommonPsi, HealingI 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.
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13Fast Healing13BaseCommonBio, 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.
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14Feelers14BaseCommonBioHey! 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.
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15Force Field Generation15BaseCommonPsiYou 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.
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16Sound Limitation16BaseCommonBio"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!)
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17Footus Ginormicus17BaseCommonBioYou 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?
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18Extra Arm18BaseCommonBio"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.
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19Shaggy Pelt19BaseCommonBioA 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.
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20Infravision20BaseCommonBioYou 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.
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21Time Slide21BaseCommonDarkYou 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.
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22Kinetic Absorption22BaseCommonDark, HealingYou 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).
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23Levitation23BaseCommonPsi, PhysicalYou 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.
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24Life Leech24BaseCommonDark, NecroticYou 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.
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25Reflexive Teleport25BaseCommonDark, TeleportationYou 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.
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26Gravity Well26BaseCommonDark, ZoneYou 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).
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27LMAO27BaseCommonPsi, PsychicYou 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.
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28Phasing28BaseCommonDarkYou 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.
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29Phobia Projection29BaseCommonPsiSoul 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.
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30Quills30BaseCommonBio, PhysicalYou 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.
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31Redirection31BaseCommonDarkYou redirect a ranged attack to another target.; Immediate Imterrupt, Personal; Trigger: An enemy hits you with a ranged attack; Effect: The triggering attack misses you instead. Choose a creature within 5 squares of you. The triggering enemy rerolls the attack against that target.; Overcharge: When you use this power, you can roll a d20.; 10+: The triggering attack scores a critical hit against the new target.; 9 or less: The triggering attack scores a critical hit against you instead of missing.
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32Rubbery Skeleton32BaseCommonBioYour bones and flesh become rubbery and stretchable.; Benefit: You gain resist 5 physical, and your melee reach increases by 1.; Overcharge: When you start your turn, you can roll a d20.; 10+: You gain resist 10 physical instead of 5.; 9 or less: You collapse in a boneless heap (save ends). While under this effect, you are immobilized and can't attack.
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33Amnesia Field33BaseCommonPsi"Hey, anyone remember where I put my pistol?"; Standard action, Area burst 2 within 10; Target: Each creature within burst; Attack: Level +3 vs. Will; Hit: The target forgets all events of the last 5 minutes (save ends). (It's not usually helpful to give a hungry bear amnesia, but it can be useful when you've angered a "new friend."); Overcharge: When you use this power, you can roll a d20.; 10+: You target each enemy you can see instead.; 9 or less: You forget everything that's happened to you in the last 24 hours.
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34Stink Glands34BaseCommonBio, PoisonYou develop glands that give off some powerful funk.; Benefit: Whenever another creature starts its turn within 2 squares of you, you (well, your odor) push it 1 square. In addition, until the start of its next turn, it's slowed and takes a -2 penalty to attack rolls.; Overcharge: When you start your turn, you can roll a d20.; 10+: The creature also takes 10 poison damage.; 9 or less: You take a -2 penalty to attack rolls while this card is readied.
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35Super Genius35BaseCommonPsiGo ahead and say it: "SOOOPER GENIUS!"; Benefit: You gain a +2 power bonus to AC, Reflex, attack rolls that use Intelligence, Conspiracy, Mechanics, and Science checks. You also instantly discern the stupid ideas of others (ask the GM if you're not sure). This doesn't include your own stupid ideas.; Overcharge: When you start your turn, you can roll a d20.; 10+: The power bonus increases to +4 while this card is readied.; 9 or less: You are stunned by the stupidity of others until the end of your turn.
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36Teleportation36BaseCommonPsi, TeleportationBamf!; Benefit: You can teleport 10 squares during your turn as a move action.; Special: You can expend this power to teleport 1000 squares (1 mile) as a move action.; Overcharge: When you use this power, you can roll a d20.; 10+: While this card is readied, you also teleport each creature within 5 squares of you 10 squares (or 1 mile if you expend the power).; 9 or less: While this card is readied, at the start of each of your turns, you teleport 1d6 squares in a random direction as a free action.
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37Vampiric Healing37BaseCommonDark, Healing, NecroticGo on, sink your fangs in. You'll feel better. Standard action, Melee touch; Target: One creature; Attack: Level +3 vs. Fortitude; Hit: 3d8 + Constitution modifier + twice your level necrotic damage, and the target is dazed until the end of your next turn. In addition, you regain hit points equal to 5 + your level.; Miss: The power is not expended.; Overcharge: When you hit with this power, you can roll a d20.; 10+ The target takes 3d8 extra necrotic damage.; 9 or less: The target gains vampiric healing and can use it once while this card is readied.
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38Venomous Spurs38BaseCommonBio, PoisonIt's a platypus thing. Standard action, Melee 1; Target: One creature; Attack: Level +3 vs. Fortitude; Hit: 1d6 + Strength modifier + twice your level poison damage, and the target is dazed and takes ongoing 10 poison damage (save ends both).; Aftereffect: The target takes ongoing 5 poison damage (save ends).; Miss: The power is not expended.; Overcharge: When you hit 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 also take ongoing 10 poison damage (save ends). You can't save against this effect during the turn you overcharge it.
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39Stoke Resentment39BaseCommonPsi, PsychicYou choose the time for the "Airing of Grievances."; Standard action, Close burst 5; Target: Each enemy in burst; Attack: Level +3 vs. Will; Hit: 2d8 + Charisma modifier + twice your level psychic damage, and the target can't benefit from flanking an enemy or benefit from powers that target allies (save ends both).; Overcharge: When you use this power, you can roll a d20.; 10+: At the start of the target's turn, if one of its allies is nearer to it than an enemy, it attacks that ally during that turn.; 9 or less: You also attack each ally in the burst.
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40Hostility40BaseCommonPsi, PsychicYou cause your enemy to regard everyone as a foe.; Standard action, Ranged 10; Target: One creature; Attack: Level +3 vs. Will; Hit: 1d10 + Charisma modifier + twice your level psychic damage, and during its turn, the target must attack the nearest creature if possible (save ends).; Aftereffect: The target is dazed (save ends).; 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: The target gains a +5 bonus to attack rolls against you while this card is readied.
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41Dark Matter Shroud1LegionCommonDarkAt 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.
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42Evolved Equilibrium2LegionCommonPsiYou 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.
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43Gas Emission3LegionCommonBio, PoisonThe 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.
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44Mirror Body4LegionCommonDarkYour 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.
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45Rain Caller5LegionCommonBio, Electricity, 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.
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46Wings1BoosterCommonBioIt'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.
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47Tentacles2BoosterCommonBioFor 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)
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48Mind Switch3BoosterCommonPsiYou 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.
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49Radio Head4BoosterCommonDarkYou'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.
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50Narcolepsy5BoosterCommonPsiNighty-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.
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51Hyper-Balance11BoosterCommonBioYou 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.
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52Liquid Bones12BoosterCommonBioYou 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.
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53Adrenal Rage13BoosterCommonBioYou 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).
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54Dart Cough14BoosterCommonBio, PoisonThat'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.
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55Proboscis15BoosterCommonBio, Healing, PhysicalYour 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).
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56Metal Body16BoosterCommonDark"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.
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57Sensitive Nose17BoosterCommonBio“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.
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58Hands of Time18BoosterCommonDark, PsychicYou 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.
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59Hands of Power19BoosterCommonDark, VariesYou 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.
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60Molecular Instability20BoosterCommonDark, 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.
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61Huge Arms21BoosterCommonBio, PhysicalYour 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.
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62Death Reading22BoosterCommonPsiYes, 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.
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63Machine Command23BoosterCommonPsiYou 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.
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64Psychic Illusion24BoosterCommonPsi, PsychicNow 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.
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65Object Reading25BoosterCommonPsiYou 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.
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1Mandibles41BoosterUncommonBio, PhysicalYou 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).
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2Accelerated Claw42BoosterUncommonBio, PhysicalYou 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.
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3Gigantism43BoosterUncommonBioFee-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).
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4Sonic Screech44BoosterUncommonBio, SonicYou 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.
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5Healing Roots45BoosterUncommonBio, HealingYou 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).
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6Flurry of Bodies46BoosterUncommonBio, Physical, WeaponYou 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.
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7Duality47BoosterUncommonPsi"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.
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8I, Battery48BoosterUncommonDark, ElectricityYou 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.
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9Phase Strike49BoosterUncommonDark, Physical, WeaponYou 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).
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10Shimmershield50BoosterUncommonDark, HealingYou 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).
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11Crushing Gravity51BoosterUncommonDark, 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.
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12Body of Light52BoosterUncommonDark, Fire, ZoneYour 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.
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13Neutron Emission53BoosterUncommonDark, RadiationTalk 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.
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14Strong as Stone54BoosterUncommonDarkYou 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).
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15Sympathetic Link55BoosterUncommonHealing, PsiYou 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.
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16All a Dream56BoosterUncommonPsychicYou 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.
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17Ultrashriek57BoosterUncommonPsychicYou 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.
84
18Polar Aura58BoosterUncommonBio, ColdYou 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.
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19Multiattack59BoosterUncommonPsi, WeaponYou 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.
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20Plaything60BoosterUncommonPsi, ForceYou 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.
87
1Redundant Organs81BoosterRareBioHaving 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).
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2Invisibility82BoosterRareDarkYou 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.
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3Density83BoosterRareBioYour 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.
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4Fire Wings84BoosterRareBio, FireYou 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.
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5Explosive Pods85BoosterRareBio, FireYou 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.
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6Center Cannot Hold86BoosterRareBio, PsychicYour 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).
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7Mind Trick87BoosterRarePsi"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.
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8Download Ego88BoosterRareDarkEven 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).
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9Shadow Person89BoosterRareDarkYou 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.
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10Static Field90BoosterRareElectricity“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).
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11White Dwarf91BoosterRareDarkYou 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.
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12Pants on Fire92BoosterRareDark, FireYour 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).
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13Das Gamma Auge93BoosterRareDark, RadiationYou 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.
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14My Name is Mud94BoosterRareDarkYou’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).
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AlphaMutations
OmegaTech
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