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MINOR ACTION PERSONAL


BENEFIT: You develop a strong sense of smell. BENEFIT: You ignore difficult terrain and can't
be knocked prone. You can balance on anything EFFECT: Until the end of your next turn , you gain
You gain a +10 power bonus to Perception
that will hold your weight, and do not grant resist 20 cold, and whenever a creature starts
checks and ignore the -2 penalty for attacking
combat advantage while balancing. its turn within 2 squares of you, it takes 10 cold
an enemy that has concealment. damage and is slowed until the end of its turn.

NO ACTION PERSONAL
TRIGGER: You use a second wind or start your
BENEFIT: You gain a +1 power bonus to AC and BENEFIT: You can see in darkness and through
turn unconscious
fog, smoke, and other obscuring conditions. You
resist 5 cold from your new pelt. EFFECT: You regain hit points equal to your
can also see invisible creatures or obJects. bloodied value. Until the end of your next turn,
you are immobilized and ignore forced
movement effects .

. , .,

BENEFIT: You grow an additional arm . You can


BENEFIT: You can perfectly mimic any sound. You BENEFIT: You gain a swim speed equal to your use it to carry a shield, help wield a two-handed
gain a +5 power bonus to skill checks related to land speed and ignore difficult terrain from soft weapon , carry an extra one-handed weapon ,
im itating a sound . ground such as snow or mud . and so on . Jfyou carry an extra weapon , you can
make a basic attack with that weapon once per
round as a minor action .

. .
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IMMEDIATE INTERRUPT PERSONAL

PERSONAL TRIGGER: You take damage


fREE ACTION BEN EFIT: You can breathe water, and you gain a
EfFECT: You gain resist 10 to the damage type of
TRIGGER: You start your turn Swim speed equal to your speed .
the triggering attack while this card is readied.
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 .

/ ,

BENEfIT: Whenever you start your turn and have BENEFIT: You can see creatures or objects within
at least 1 hit point, you regain 5 hit points. In 2 squares of you that are invisible, obscured,
addition, when you take a second wind , you or on the other side of blocking terrain, if those
regain 10 additional hit points. creatures are in contact with the ground or a
similar surface.

/ /

BENEFIT: Whenever another creature starts its STANDARD ACTION MELEE 1


BEN EfiT: You gain resist 5 physical, and your
turn within 2 squares of you, you (well, your TARGET: One creature
odor) push it 1 square. In addition, until the ATTACK: Level + 3 vs. Fortitude
melee reach increases by 1 .
start of its next turn, it' s slowed and takes a
HIT: ld6 + Strength modifier + twice your level
- 2 penalty to attack rolls.
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 .
.,

BENEFIT: You gain resist 10 necrotic. In addition, MINOR ACTION PERSONAL


you are immune to /ife leech attacks. When a EFFECT: You step out of time and are removed IMMEDIATE INTERRUPT PERSONAL
creature targets you with life leec~, it ~s st~nned from play. While you're under this effect, TRIGGER: You take physical damage
until the end of its next turn, and Its hit pOint. creatures have neither line of sight nor line of
EFFECT: Instead of taking the trigging damage,
total drops to its bloodied value (or to 1 hit pOint effect to you, and you have neither line ?f sight
nor line of effect to any creature. In additIOn, you regain hit points equal to that damage.
if it is already bloodied).
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.

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STANDARD ACTION MELEE'


STANDARD ACTION RANGED 10
TARGET: One creature
TARGET: One creature STANDARD ACTION CLOSE BURST 5
ATTACK: level + )1/5. Reflex
ATTACK: Level + 3 vs. Fortitude TARGET: Each creature in burst HIT: )d8 + twice your level psychic damage.. and the target is
HIT: 3dlO + Intelligence modifier + twi~eyour ATTACK: Level + 3 vs. Reflex (emoved from play. While under this enect. the target can't take
any actions and has neither line of sight nor line of effeu to any
level psychic damage, and the target IS dazed HIT: The target is blinded until the end of your creature, and no Cfeature has line of sight or line of effect to H.
and can make only basic attacks (save ends next turn . When this effect ends. Ihe larget reappears in its square, or in
the nearest unoccupied square of Its choice. Rot! a d6 to
both). determine the duration of the effect:
1-2: Until the start of your next turn.
)-4: Until the end of your next tulO ,
5- ' : Save ends.

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PERSONAL
IMMEDIATE INTERRUPT PERSONAL
TRIGGER: An enemy hits you with a ranged attack STANDARD ACTION MELEE TOUCH
TRIGGER: You are hit by an attack
EFFECT: The triggering attack misses you instead. TARGET: One creature
EFFECT: Until the endof your next turn, you take
half damage from attacks and ignore difficult Choose a creature within 5 squares of you. The ATTACK: Level + 3 vs. Fortitude
triggering enemy rerolls the attack against that HIT: 3d8 + Constitution modifier + twice your
terrain. target. 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.
STANDARD ACTION RANGED 10 I MMEDIATE INTERRUPT PERSONAL
PERSONAL OR RANGED 10
TARGET: One creature TRIGGER: You take psychic damage from an
TARGET: You or one ally (or one Medium object)
ATTACK: Level + 3 vs. Will enemy's attack
EFFECT: You move the target vertically up to 5
HIT: 4 d 6 + Charisma modifier + twice your level EFFECT: The triggering enemy takes that psychic
squares. The target remains at that height until
psychic damage, and the target is dazed and damage instead. You still suffer any other effects
the end of your next turn.
slowed (save ends both). from the triggering attack.

BENEFIT: You gain a +2 power bonus to AC, TARGET: Each creature in burst STANDARD ACTION RANGED 10
Reflex, attack rolls that use intelligence, and
ATTACK: Level + 3 vs. Will TARGET: One creature
Conspiracy, Mechanics, and Science checks.
You also instantly discern the stupid ideas of HIT: The target forgets all events of the last 5 ATTACK: Level + 3 vs. Will
minutes (save ends). (It's not usually helpful to HIT: Choose one creature or square within 10
others (ask the GM if you're not sure). This
give a hungry bear amnesia, but it can be useful squares of you. During the target's turn, it must
doesn't include your own stupid ideas.
when you've angered a "new friend.") 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.

STANDARD ACTION CLOSE BURST 5


BENEFIT: You can teleport 10 squares during your
TARGET: Each enemy in burst
STANDARD ACTION RANGED 10 turn as a move action.
ATTACK: Level + 3 vs. Will SPECIAL: You can expend this power to teleport
TARGET: One creature
HIT: 2dB + Charisma modifier + twice your le.vel
1,000 squares (1 mile) as a move action.
ATTACK: Level + 3 vs. Will psychic damage, and the target ~an't benefit
HIT: ldl0 + Charisma modifier + twice your level from flanking an enemy or benefit from powers
psychic damage, and during its turn, the target that target allies (save ends both).
must attack the nearest creature if possible
(save ends).
AFTEREFFECT: The target is dazed (save ends).
STANDARD ACTION RANGED 5
MINOR ACTION CLOSE BURST 5
MINOR ACTION CLOSE BURST 5 TARGET: One creature
TARGET: One creature in burst
TARGET: Each enemy in burst ATTACK: Level + 3 vs. Will
EFFECT: The target can't see you (save ends). HIT: The target Is confused (save ends). While the
While under this effect, the target doesn't ATTACK: Level + 3 vs. Will
HIT: The target can't attack you (save ends). target is under this effect, roll a d6 at the start of
realize you exist or notice any of your actions .
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.

STANDARD ACTION RANGED 10


AREA WALL 12
TARGET: One android, robot, computer, or CLOSE BURST 3
WITHIN 10 SQUARES
vehicle
EFFECT: You create an invisible wall of force up TARGET: One ally in burst
ATTACK: Level + 3 vs. Will
to 12 squares long. The wall is up to 4 squares EFFECT: The target regains hit points equal to 5 +
HIT: You dominate the target (save endS).
Aftereffect: The target is dazed (save ends). high, and it lasts until the end of your next turn. your level and can make a saving throw.
SPECIAL: You can cause a target that does not It blocks all movement and line of effect.
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.

STANDARD ACTION RANGED 10


TARGET: One creature MELEE TOUCH
ATTACK: Level + 3 vs. Will TARGET: One object
HIT: You inflict narcolepsy on the target (save EFFECT: You gain a mental image of the last
ends). While under this effect, whenever an living creature to own or carry the target, if that
attack hits the target, it falls unconscious until creature handled the target for at least an hour.
the start of its next turn . 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.

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