Gamma World Community Origins

Gamma World Community Origins Greetings from the Gamma World Community Forums! Here in this PDF, you’ll find a massive collection of home brewed, comm...
Author: Anne Knight
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Gamma World Community Origins Greetings from the Gamma World Community Forums! Here in this PDF, you’ll find a massive collection of home brewed, community-balanced Origins for use with Gamma World. The list below also incorporates the Core Gamma World, Famine In Far-go, and Legion of Gold sets. Origins not found in this compilation will be marked with where they come from. The first section is a list of all origins intended to be played with normal Gamma World rules and the standard setting. This list is for random determination of origins. The second section contains rules suggestions and lists for playing a more traditional, class-based system that relies little on mutations, with origins representing professions, skills, and special training. The third section is the alphabetized origin entries. Last of all is the glossary, which contains rules information for special terms, typically those appearing in standard 4E but is not covered in the simpler Gamma World rulebooks.

*Note: Many LoG origins were created as homebrews before the official list was released, and all the LoG 'species' are already represented in the community lists. However, powers are different, so it is up to your DM whether or not your group will use them. As an alternative (and to keep % chance of each origin the same, allow a player to choose LoG or Community version when they roll one of the origins.The LoG list is still presented for comleteness. Roll a d12 followed by a d20 (or a d8 if rolling for Legion of Gold)

1-2: Community One 1 – Acidic 6 – Aquatic 11 – Brute 2 – Amphibian 7 – Arcanist 12 – Canine 3 – Angelic 8 – Avatar 13 – Chelonian 4 – Animated 9 – Awakened 14 – Cosmic 5 – Anneloid 10 – Blue Mage 15 – Cydonian 3-4: Community Two 1 – Fey 6 – Hoofed 11 – Inspiring 2 – Gamma 7 – Horned 12 – Koopa Troopa 3 – Goatfolk 8 – Illusionist 13 – Lepidoptoid 4 – Goo 9 – Infected 14 – Mind-Deceiver 5 – Hemokinetic 10 – Invisible 15 – Miniature 5-6: Community Three 1 – Puppeteer 6 – Shadowweaver 11 – Squidling 2 – Rabbit 7 – Sharkoid 12 – Tauric 3 – Saurian 8 – Siren 13 – Teleporter 4 – Scorpionoid 9 – Solar 14 – Toxin 5 – Serpentine 10 – Squamous 15 – Two-Headed 7-8: Core Gamma World 1 – Android 6 – Felinoid 11 – Mind Breaker 2 – Cockroach 7 – Giant 12 – Mind Coercer 3 – Doppleganger 8 – GravityController 13 – Plant 4 – Electrokinetic 9 – Hawkoid 14 – Pyrokinetic 5 – Empath 10 – Hypercognitive 15 – Radioactive 9-10: Famine In Far-Go 1 – AI 6 – Entropic 11 – Mythic 2 – Alien 7 – Exploding 12 – Nightmare 3 – Arachnoid 8 – Fungoid 13 – Plaguebearer 4 – Cryokinetic 9 – Gelatinous 14 – Plastic 5 – Ectoplasmic 10 – Magnetic 15 – Prescient 11-12: Legion of Gold 1 – AntimatterBlaster 3 – Octopoid 5 – Reanimator 2 – Demon 4 – Photonic 6 – Regenerator Alternates: 1. Antimatter (No Similar) 2. Demonic 3. Squidling 4. Photokinetic / Solar

5. Puppeteer 6. Hemokinetic (Sort of) 7. Saurian 8. Vampiric

16 – Darkling 17 – Demonic 18 – Dimensional 19 – Esper 20 – Extraterrestrial 16 – Mutating 17 – Ocular 18 – Photokinetic 19 – Pistol Shrimp 20 – Prehistoric 16 – Tyrannosaur 17 – Undead 18 – Vampire 19 – Weather Witch 20 – Wolfen 16 – Rat Swarm 17 – Seismic 18 – Speedster 19 – Telekinetic 20 – Yeti 16 – Reanimated 17 – Shapeshifter 18 – Simian 19 – Temporal 20 – Wheeled 7 – Saurian 8 – Vampiric

Acidic Flavor Text Needed. Mutant Type: Dexterity; Bio; +2 to bio overcharge. Skill Bonus (Level 1): Gain a +4 to Mechanics checks. Defense Bonus (Level 1): +2 Fortitude. Acidic Resistance (Level 1): Resist 10 Acid Corrosive Touch (Level 1): When attacking objects, you deal +5 damage. Acidic Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 acid damage, and the target takes a -2 penalty to AC until the end of your next turn. Acidic Spit (Acidic Novice) Flavor Text Needed At-Will • Bio, Acid Standard Action Ranged 5 Target: One creature Attack: Dexterity + your level vs. Ref Hit: 1d10 + Dexterity modifier + your level acid damage, and the target is blinded (save ends). Dripping Defense (Acidic Utility) Flavor Text Needed. Encounter • Bio, Acid Immediate Interrupt Personal Trigger: An enemy hits you with an attack. Effect: Until the end of your next turn, you gain Resist 5 Physical and any creature that hits you with a melee attack takes 5 acid damage. Noxious Fumes (Acidic Expert) Flavor Text Needed. Encounter • Bio, Acid, Zone Standard Action Area burst 1 within 10 Target: Each creature in burst Attack: Dexterity + your level vs. Fort Hit: 1d10 + Dexterity modifier + your level acid damage. Effect: The burst creates a zone that lasts until the end of the encounter. Any creature than ends their turn in the zone takes 5 acid damage.

Amphibian In some distant universe, intelligent life never truly left the sea. Mutant Type: Dexterity; Bio; +to to bio overcharge. Skill Bonus (Level 1): You gain a +4 to Nature checks. Special (Level 1): You have a swim speed of 6. All-Around Vision (Level 1): You are never surprised. Amphibian Critical (Level 2 or 6): When you score a critical hit, you let out a croak of triumph, and each creature adjacent to you is dazed until the end of your next turn. Grasping Tongue (Amphibian Novice) This thing isnt just for show, baby. At-Will • Bio, Physical Minor Action Melee 3 Target: One creature Attack: Dexterity + your level vs. Ref Hit: The target is pulled 2 squares. Prodigious Leap (Amphibian Utility) Goita go. Encounter • Bio Move Action Personal Effect: You jump your speed, passing through enemy squares as long as you end in an unoccupied square. Swallow (Amphibian Expert) I dont know whats more disgusting: that you can swallow a man whole, or that you would want to. Encounter • Bio Standard Action Ranged 5 Target: One creature of your size or smaller Attack: Dexterity + your level vs. Ref Hit: 2d10 + your level damage, and the target is removed from play until the beginning of your next turn. While removed, the target cannot take any actions.

Angelic Somehow, you were born infused with a small portion of holy energy. Perhaps you have been blessed by the gods, or perhaps you are the result of some bizarre cult experiment. Mutant Type: Charisma; Dark; +2 to dark overcharge. Skill Bonus (Level 1): You gain a +4 to Interaction Checks Flight (Level 1): You gain a flight speed equal to your move speed. You take a -2 penalty to attacks while flying. Angelic Critical (Level 2 or 6): When you score a critical hit, you or an ally within 5 squares can regain hit points equal to twice their level. Holy Smite (Angelic Novice) You bring down the wrath of the heavens upon the unfaithful. At-Will • Dark, Radiant Standard Action Melee 1 Target: One creature Attack: Charisma + your level +2 vs. AC Hit: 1d12 + Charisma modifier + twice your level radiant damage Healing Hymn (Angelic Utility) With a prayer and a son, you grant new life to your allies. Encounter • Dark, Healing Minor Action Close burst 5 Target: One ally Effect: The target regains hit points equal to your Charisma modifier plus your level. Blinding Light (Angelic Expert) You conjure a cylinder of light that illuminates the battlefield, searing the eyes of your foes. Encounter • Dark, Radiant, Zone Standard Action Area burst 1 within 10. Effect: The burst creates a zone of bright light until the end of your next turn. Creatures within or entering the zone become blinded (save ends).

Animated You're a living cartoon that's escaped into the Real World of Gamma Terra – like Roger Rabbit, or Holly Would, or Jim Carrey. You're not quite as real as the rest of the world around you, but that's okay – there are more opportunities for fame, fortune, and adventure out here among these oh-so-serious fleshbags. Mutant Type: Charisma; Dark; +2 to dark overcharge. Skill Bonus (Level 1): You gain a +4 to Athletics checks Stay Away From The Dip (Level 1): You have resist 5 physical and vulnerable 5 acid. Hammerspace (Level 1): As a minor action, you can produce any normal weapon or starting gear item from an extradimensional pocket. It lasts until you let go of it or until you use hammerspace again. Animated Critical (Level 2 or 6): When you score a critical hit, you deal an extra 1d10 damage and the target is dazed until the end of your next turn. Biff! Bam! Pow! (Animated Novice) It's okay, it's just cartoon violence. At-Will • Dark, Physical, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Charisma + your level + accuracy vs. AC Hit: 1[W] + Charisma modifier + your level damage, and you slide the target 2 squares. Toon Physics (Animated Utility) The normal laws of physics just don't apply to you. Encounter • Dark Minor Action Personal Effect: Until the end of your next turn, you can move through solid walls and blocking terrain by slapping down a flat black disk as a free action and moving through it. If you're in a situation where you would fall, you don't fall unless you look down, and can move across empty air without falling, though you cannot ascend or descend. If you end your next turn in the air, you fall to the ground and take no damage, but you create a whole shaped like your body and are prone in the hole. Anvil (Animated Expert) A 16-ton anvil falls out of the sky onto your opponents head. His little umbrella won't protect him. Encounter • Dark, Physical Standard Action Close burst 10 Target: One creature in burst Attack: Charisma + your level vs. Reflex Hit: 3d10 + Charisma modifier + twice your level physical damage, and the target is stunned (save ends) and knocked prone. Miss: Half damage.

Anneloid The word 'worm' is derived from the Anglo-Saxon word 'vyrm', which meant 'worm' but could also refer to 'dragon'. You are not a dragon. Mutant Type: Constitution; Bio; +2 to bio overcharge. Skill Bonus (Level 1): Gain a +4 to Nature checks. You also have a +4 to Athletics and Acrobatics for making checks to escape from Grab / Immobilization. Defense Bonus (Level 1): +2 Fortitude. Rectilinear Motion (Level 1): You can tunnel through soft earth, sand, or mud at half your speed without leaving a tunnel behind you. You can squeeze through narrow openings as if you were two sizes smaller. You can shift while Prone, and do not grant combat advantage while Prone. Conqueror Worm Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d6 damage, and the target is confronted with the inevitability of its on death and is stunned until the start of your next turn. Creatures that are immortal or not alive (Such as Robots, Androids, and Undead) are not stunned. Flexible Attack (Anneloid Novice) Your boneless limbs allow you to strike from odd angles with surprising force. Encounter • Bio, Weapon Standard Action Melee 2 Target: One creature Attack: Constitution + your level vs. Ref. Hit: 1[W] + Constitution modifier + your level damage. Special: You gain combat advantage for the attack if an ally is adjacent to the target. Regeneration (Anneloid Utility) Ever cut a worm in half? That's abusing my relatives, you sick @&%#! Encounter • Bio No Action Personal Trigger: You succeed on a death save. Effect: You use your second wind. If you have already used your second wind this encounter, you regain hit points equal to 10 + your level. Worm Food (Anneloid Expert) They all will be, one day. Encounter • Bio Standard Action Melee 1 Target: Each creature in burst Attack: Constitution + your level vs. Fort Hit: 3d6 + Constitution modifier + twice your level damage, and the target is weakened (save ends). You regain hit points equal to twice your level. Effect: While the target is weakened and adjacent to you, at the start of your turn you regain hit points equal to your Constitution modifier.

Aquatic You already sleep with the fishes. Mutant Type: Dexterity; Bio; +2 to bio overcharge. Skill Bonus (Level 1): Gain a +4 to Athletics checks. Slimy & Scaly (Level 1): You gain a +1 to Armor Class. Aquatic (Level 1): You gain a swim speed of 6 and can breath underwater. Aquatic Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage and is slowed (save ends). Water Spray (Aquatic Novice) Water is your home, your life, your weapon. At-Will • Bio Standard Action Ranged 5 Target: One creature Attack: Dexterity + your level vs. Fortitude Hit: 2d6 + Dexterity modifier + your level damage, and the target is pushed 1 square. Slippery (Aquatic Utility) YOU are the fish who always gets away. Encounter • Bio Immediate Reaction Personal Trigger: An enemy moves adjacent to you. Effect: You may shift 3 squares as a free action. Swallow (Aquatic Expert) The bigger fish catches the smaller fish. Encounter • Bio, Physical Standard Action Melee 1 Target: One creature your size or smaller Attack: Dexterity + your level vs. Reflex Hit: 2d10 + Dexterity modifier + your level physical damage, and the target is grabbed by you (save ends). As long as it is grabbed, it takes ongoing 5 acid.

Arcanist In some universes, magic never vanished. Whether by study or a quirk of fate, you can tap into what magic bled through to your world during the Big Mistake. Mutant Type: Intelligence; Dark; +2 to dark overcharge. Skill Bonus (Level 1): You gain a +4 to Conspiracy Checks Defense Bonus (Level 1): You gain a +2 to your Will defense. Dancing Lights (Level 1): You can create small floating light sources about as bright as a torch or a flashlight as a free action. They last for 5 minutes each. Arcanist Critical (Level 2 or 6): When you score a critical hit, you deal an additional +1d10 damage, and allies within 5 squares of you gain a +2 to Will until the end of your next turn. Magic Missle (Arcanist Novice) You conjure a bolt of magical energy that unerringly strikes your target. At-Will • Dark Standard Action Ranged 20 Target: One creature Effect: 2 + Intelligence modifier + twice your level damage. Shield (Arcanist Utility) You throw up your hand, and a shield of arcane energy springs into existence. Encounter • Dark Immediate Interrupt Personal Trigger: You are hit by an attack. Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn. Arcane Vortex (Arcanist Expert) A storm of magical energy lifts your foe into the air, battering and confusing him. Encounter • Dark Standard Action Ranged 10 Target: One creature Attack: Intelligence + your level vs. Ref Hit: 2d10 + Intelligence modifier damage, and you slide the target 2 squares vertically. The target remains aloft until the end of its next turn. The target is dazed and immobilized until the end of its next turn.

Avatar Your body is a mere vessel for the soul of something far greater. Mutant Type: Wisdom; Psi; +2 to psi overcharge. Skill Bonus (Level 1): Gain a +4 to Conspiracy checks. Only A Vessel (Level 1): +1 Fortitude, Reflex, and Will. Ghost in the Shell (Level 1): You may spend a minor action to use aid another on yourself, but only when performing skill checks. Avatar Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage, and the target takes a -1 to attack rolls and saving throws until the end of its next turn.. Insightful Strike (Avatar Novice) Your inner voice guides your strikes, changing failure to success, At-Will • Psi, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Wisdom + your level + weapon accuracy vs. AC Hit: 1[W] + Wisdom modifier + your level physical damage. Miss: You gain a +1 bonus to any attacks against the same target until the end of your next turn. Past Memories (Avatar Utility) You have many lifetimes of experience to aid you. Encounter • Psi No Action Personal Trigger: You make an attack roll, saving throw, skill check or ability check and dislike the result. Effect: You add +1d6 to the triggering roll. Unleashed (Avatar Expert) Sometimes the genie can escape the bottle. Encounter • Psi, Psychic Standard Action Close burst 2 Target: Each creature in burst Attack: Wisdom + your level vs. Will Hit: 2d10 + Wisdom modifier + your level psychic damage. Miss: Half damage

Awakened You live in a world more beautiful, more hideous, more intricate and detailed than the one everyone else sees. You understand the special providence in the fall of a sparrow, and sense the Buddha-nature in the flitting gamma moth. You perceive the underlying crystalline structure that interconnects all things - and how to break the crap out of it. Mutant Type: Wisdom; Psi; +2 to psi overcharge. Skill Bonus (Level 1): You gain a +4 to Perception and Insight checks. Defense Bonus (Level 1): You gain a +2 to your save defense. Heightened Senses (Level 1): In addition to an extra skill bonus, you have vulnerable 5 sonic, and have a -2 penalty to saves against the blinded or deafened conditions. Danger Sense (Level 1): You can sense when immediate danger threatens you. You do not grant combat advantage while you are able to move, and can add your Wisdom modifier instead of your Int/Dex to you AC when wearing light armor. Flawless Critical (Level 2 or 6): When you score a critical hit, you inflict an extra 2d8 damage. Precision Attack (Awakened Novice) You sense physical weak points in objects and creatures... which is nasty, if you can actually hit one of those points. At-Will • Psi, Weapon Standard Action Melee or Ranged weapon Target: One creature you can see Attack: Wisdom + Accuracy + your level vs. AC Hit: 1[W] + Wisdom modifier + twice your level damage, and if the target is granting combat advantage you inflict an additional +2d6 damage. Special: The extra damage is not maximized on a critical hit. Molecular Understanding (Awakened Utility) You run your hands over the Artifact, sensing it's structure at the deepest levels. It's a little creepy to watch, actually. Encounter • Psi Standard Action Melee touch Effect: You spend a moment examining an object. Your next roll dealing with that object gains a bonus equal to your Wisdom modifier. Deadly Intuition (Awakened Expert) You attune your perceptions to one opponent, anticipating his every move, exploiting his every weakness. Sucks to be him. Encounter • Psi Standard Action Ranged 5 Target: One creature Attack: Wisdom + your level vs. Ref Hit: For the rest of the encounter, the target grants combat advantage to you and has vulnerability 5 to your attacks. You know where the target is as well as if you could see him, gain a +2 to defenses against his attacks, and gain a +5 bonus to Insight and Perception checks against him. Miss: You gain a +2 to all your defenses against the target's attacks for the rest of the encounter.

Blue Mage (Aka Power Thief) You are an Adept in the art of mimicry. You can copy and steal the powers of your foe and use them against you enemies. You know their minds and weaknesses, and use them to fullest effect. Mutant Type: Int; Dark; +2 to dark overcharge. Knowledgeable (Level 1): Gain a +4 bonus to any skill checks you make related to monster entries. Adaptive Defenses (Level 1): Once per round as a free action, you may gain a +2 to a defense of your choice until the start of your next turn. Analyze Weaknesses (Level 1): Your attacks ignore the first 10 points of enemy resistances, and immunities are treated instead as being Resist 20. Blue Mage Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage, and an ally within 5 squares of you regains hit points equal to your Charisma modifier + your level. Mimicry (Blue Mage Novice) You think that's how its done? THIS is how its done!. At-Will • Dark, Variable Move Action Close burst 5 Target: One creature Attack: Charisma + your level vs. Fort Hit: Choose an at-will power belonging to your opponent. Until you use this power again, you may use the chosen power, substituting Charisma + your level for the attack roll, and using your own weapon damage if it is a weapon power. Return Fire (Blue Mage Utility) Hey look! I can do that too! Encounter • Dark Immediate Reaction Personal Trigger: You are hit by an attack. Target: Attacking creature. Effect: You make the same attack against the target, substituting Charisma + your level for the attack roll. Power Thief (Blue Mage Expert) Concentrating, you suck away a creature's power, using it against him. Encounter • Dark Standard Action Close burst 5 Target: One creature in burst Attack: Charisma + your level vs. Fort Hit: Choose an alpha mutation the target has readied. Until the end of your next turn, you gain this mutation and the opponent loses it. When the target regains a power, it gets it back in the state you had it last. (i.e. Expended or Unexpended). If the target has no alpha mutations, choose an unexpended encounter power you are aware of.

Brute Some men are all talk. Some men are all action. You, you're all attitude. You are big, muscular, and tough as nails. Somehow, your wardrobe of jeans, t-shirts, and optional leather jacket fit in everywhere. Even more impressive is the flame-retardant, explosives-retardant, and cut-retardant qualities they seem to possess. Mutant Type: Constitution; Dark; +2 to dark overcharge. Skill Bonus (Level 1): You gain a +4 to Interaction checks Defense Bonus (Level 1): You gain a +2 to your Will defense. You'll Be Back (Level 1): You can choose to reroll any death save, keeping the second result. Brute Critical (Level 2 or 6): When you score a critical hit, you deal an extra 1d10 damage, and the target is knocked prone. All Out Of Bubble Gum (Brute Novice) Flavor Text Needed At-Will • Dark Standard Action Melee 1 Target: One creature Attack: Constitution + your level vs. Fortitude Hit: 2d6 + Constitution modifier + your level damage, and the target grants combat advantage to you and your allies until the end of your next turn. Big Mistake (Brute Utility) Flavor Text Needed. Encounter • Dark Minor Action Personal Trigger: You are under an effect a save can end. Effect: You may make a saving throw against the triggering effect. Good, Bad, I'm the Guy with the Gun (Brute Expert) Flavor Text Needed Encounter • Dark, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Constitution + your level + Accuracy vs. Reflex Hit: 2[W] + Constitution modifier + your level damage, and the target is weakened (save ends). Special: This attack does not affect your weapon's Ammo.

Canine Man's best friend is now man's most dangerous mutant beast! Mutant Type: Strength; Bio; +2 to bio overcharge. Skill Bonus (Level 1): Gain a +4 to Perception checks. Scrappy (Level 1): Gain a +2 Fortitude. Bloodhound (Level 1): You gain a +1 bonus to attack rolls against bloodied opponents Canine Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage, and the target takes ongoing 5 physical (save ends). Bite Hold (Canine Novice) Don't let the same dog bite you twice. At-Will • Bio, Physical Standard Action Melee 1 Target: One creature Attack: Strength + your level +2 vs. AC Hit: 1d6 + Strength modifier + your level physical damage, and the target is grabbed. Roll Over (Canine Utility) Red Rover, Red Rover, Let Fido Roll Over. At-Will • Bio Minor Personal Effect: You stand up from prone. Dog Eat Dog (Canine Expert) Always trust a dog to bite if bitten. Encounter • Bio, Physical Immediate Reactiion Personal Trigger: An enemy damages you with an attack. Target: The triggering enemy Attack: Strength + your level vs. Reflex Hit: 1d10 + Strength modifier + your level physical damage. Effect: The target is weakened until the end of their next turn.

Chelonian Naming your character after a Ninja Turtle is mandatory, but you get to choose which one. Mutant Type: Constitution; Bio; +2 to bio overcharge. Skill Bonus (Level 1): You gain a +4 to Athletics checks Hero In A Half Shell (Level 1): You have resist 1 to all damage. Slow(Level 1): You have a -1 to speed. Chelonian Critical (Level 2 or 6): When you score a critical hit, the target takes extra damage equal to twice your Constitution modifier and is stunned until the end of its next turn. Withdraw (Chelonian Novice) Flavor Text Needed At-Will • Bio Minor Action Personal Effect: You enter your shell. While in your shell you gain +3 speed, and the only actions you can take are walking, running, and charging. While charging in shell form, you may use your Constitution modifier for the attack and damage roll in place of another ability score. You can exit shell form as a free action. Shell Frenzy (Chelonian Utility) Flavor Text Needed. Encounter • Bio, Physical Move Action Personal Effect: You use Withdraw as a free action and shift your speed. During this shift you can move through enemy spaces. The first time you enter an enemy's space, make a melee basic attack against it, using your Constitution modifier for the attack and damage roll. Epic Endurance (Chelonian Expert) Flavor Text Needed Encounter • Bio Immediate Interrupt Personal Trigger: You take damage Effect: You take no damage instead. Until the end of your next turn, your Hero In A Half Shell resistance increases to 10. Special: You may use this power while in shell form.

Clone You had no mother or father, just a test tube, an eye-dropper, and a womb with a view. You are a copy of another being that had a life before you. Sometimes you think you can remember the lives of your prior selves. Mutant Type: Same as other origin; Same as other origin; Same as other origin. Skill Bonus (Level 1): Same as other origin Defense (Level 1): Same as other origin Gene Correction (Level 1): When you fail an Overcharge roll, you can choose to discard the Alpha Mutation instead of suffering the effects of a failed Overcharge. If you do, you have one less Alpha Mutation for the rest of the encounter. Clone Critical (Level 2 or 6): When you score a critical hit, you can make a basic attack as a free action. You cannot critically hit with with the free attack. Vat-Trained (Clone Novice) While you were growing to maturity, your muscle-memory was programmed with fighting skills. At-Will • Physical, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Your highest ability modifier + your level vs. AC. Hit: 1[W] + your highest ability modifier + your level damage, and you gain a +2 bonus to AC and Reflex until the end of your next turn. Deja You (Clone Utility) You draw on gene-memories of your past incarnations Encounter • Bio Immediate Interrupt Personal Trigger: You fail a skill check or attack roll. Effect: You add +1d6 to the triggering roll. The Backup (Clone Expert) The best thing about you is that there's so many of you. Encounter • Bio No Action Personal Trigger: You fail a death save. Effect: You teleport to the edge of the map, regain hit points equal to your bloodied value. You discard and re-draw your Alpha Mutations, and draw one Omega Tech card from your player deck. The rest of your Omega Tech and any other gear you had, along with a dead body that looks just like you, remain in the square you were in. You are standing, equipped with an explorers kit, two weapons and armor of your choice (and the one Omega Tech card you drew) and have a +2 bonus to all defenses until the start of your next turn.

Cosmic You are a being of pure energy or light. Mutant Type: Intelligence; Dark; +2 to dark overcharge. Skill Bonus (Level 1): Gain a +4 to Science checks. Defense Bonus (Level 1): Gain a +2 Fortitude. Star Child (Level 1): You do not breath, can exist in a vacuum, and can ignore some forms of difficult terrain because you float slightly above the ground. Cosmic Critical (Level 2 or 6): When you score a critical hit, the target is blinded (save ends). Starburst (Cosmic Novice) With a large blast of solar radiation, you can temporarily blind your opponents. At-Will • Dark, Radiation Standard Action Area burst 1 within 10 Target: Each creature in burst Attack: Intelligence + your level vs. Fortitude Hit: Intelligence modifier + your level radiation damage, and the target cannot make opportunity attacks until the end of your next turn. Flashy Light Form (Cosmic Utility) You show your true form. Encounter • Dark Standard Action Personal Effect: You gain insubstantial and phasing, but you cannot attack. This effect lasts until the end of your next turn. Sustain Standard: The effect persists. Supernova (Cosmic Expert) Your inner power source is ruptured, causing a miniature blast of nuclear energy. Encounter • Dark, Radiation Immediate Interrupt Close burst 2 Trigger: You are bloodied or fall unconscious Target: Each creature in burst Attack: Intelligence + your level vs. Reflex Hit: 2d10 + Intelligence modifier + your level radiation damage, and the target is pushed 2 squares.

Cydonian You stand for yourself and others while making your own destiny, because no one messes with the 'stache, the hat, and the cowboy-fu! Mutant Type: Charisma; Dark; +2 to dark overcharge. Tiger Style (Level 1): Gain a +4 to Athletics checks. Snake Style (Level 1): Gain a +2 Reflex. Shaolin Bear Strike (Level 1): You may use Charisma as your ability score for unarmed attacks. When you do, you increase the weapon accuracy by one, and increase the damage die size by one. Cydonian Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage, and you knock the target prone. Flying Eagle (Cydonian Novice) Flavor Text Needed At-Will • Dark, Physical Standard Action Melee 1 Target: One creature Attack: Charisma + your level vs. Reflex Hit: 1d6 + Charisma modifier + your level physical damage, and you push the target 1 square. Special: When charging, you can use this power in place of a melee basic attack. Circle of Death (Cydonian Utility) Flavor Text Needed Encounter • Psi Immediate Interrupt Personal Trigger: You are missed by an attack. Effect: The attacker repeats its attack, targeting itself. Flaming Energy Ball (Cydonian Expert) Ha-Do. . . Oh forget it, you know the drill. Encounter • Dark, Fire Standard Action Ranged 10 Target: One creature Attack: Charisma + your level vs. Reflex Hit: 2d10 + Charisma modifier + twice your level fire damage. Miss: Half damage Special: You may withhold the attack for a round when activating this power, spending a standard action the following round to make the attack. If you do, you deal an extra 2d10 damage on a hit.

Darkling You are creature of darkness, born of shadow and endless night. No day-dweller can imagine the depth of your pain, your bleak distorted existence. Pass the cloves. Mutant Type: Wisdom; Dark; +2 to dark overcharge. Skill Bonus (Level 1): You gain a +4 to Stealth checks Defense Bonus (Level 1): You gain a +2 to your Will defense. One with the Shadows (Level 1): Anytime you have conealment you gain Resist 5 to all damage, except laser or radiant damage, which you always have Vulnerable 5 to. Darkling Critical (Level 2 or 6): When you score a critical hit, you deal 1d10 extra damage and the target is overwhelmed with the pointlessness of existence (i.e. dazed). This lasts until the end of your next turn. Sneak Attack (Darkling Novice) It's really not fair to shoot someone in the back. Then again, if the universe were fair, you wouldn't exist. At-Will • Dark, Weapon Standard Action Melee or Ranged weapon Target: One creature that you have combat advantage or concealment against. Attack: Wisdom + your level + Accuracy vs. AC Hit: 1[W] + Wisdom modifier + twice your level damage, and if you are using a light weapon you deal an additional +2d6 damage. My Dark Soul (Darkling Utility) You plumb the depths of your inner darkness, and share the results of your introspection. Encounter • Dark Minor Action Personal Effect: Discard any of your readied mutations that are not dark. Draw from the Dms deck until you've replaced them with Dark mutations. It Really Is That Bad (Darkling Expert) They think listening to you is depressing. Wait until you get into their heads. At-Will • Dark, Psychic Standard Action Ranged 10 Target: One bloodied creature Attack: Wisdom+ your level vs. Will Hit: 2d8 + Wisdom modifier + twice your level damage, and the target moans so piteously that its nearest all makes a basic attack against it to put it out of its misery.

Demonic Whether through a pact with dark beings or due to your parents’ legacy, you have been tained with the blood of demons. Mutant Type: Charisma; Dark; +2 to dark overcharge. Skill Bonus (Level 1): You gain a +4 to Conspiracy checks Defense Bonus (Level 1): You gain a +2 to your Fort defense. Temptation (Level 1): You can pull a stunned or dazed enemy 1 square as a free action once per turn. Demonic Critical (Level 2 or 6): When you score a critical hit, the target takes ongoing 10 fire (save ends). Flamewreath Strike (Demonic Novice) You utter a word of the Dark Speech, and your weapon bursts into flames. At-Will • Dark, Fire Standard Action Melee weapon Target: One creature Attack: Charisma + Accuracy + your level vs. AC Hit: 1[W] + Charisma modifier + twice your level fire damage. Beguiling Whispers (Demonic Utility) With a few whispered promises, your foe comes under your spell. Encounter • Dark Minor Action Ranged 5 Target: One creature Attack: Charisma + your level vs. Will Hit: The target becomes fascinated (save ends). While fascinated, you can use your Temptation feature each round on the target, even if it is not stunned or dazed. Lure of Minauros (Demonic Expert) You whisper dark promises on the wind, sending them forth the pollute your enemy’s mind with overwhelming terror that compels it to lash out in a panic. Encounter • Dark, Fear, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma + your level vs. Will Hit: 1d10 + Charisma modifier + your level psychic damage, and the target takes a free action to make a melee basic attack against itself or an adjacent creature. Miss: You take damage equal to your level but may repear the attack against another target in range.

Dimensional Your kind has transcended beyond the concept of dimension. You now control all four. Or six. Whatever. Who's counting? Mutant Type: Intelligence; Dark; +2 to dark overcharge. Tiger Style (Level 1): Gain a +4 to Conspiracy checks. Snake Style (Level 1): Gain a +2 Reflex. Dimension Door (Level 1): You have a teleport speed of 3. Dimensional Critical (Level 2 or 6): When you score a critical hit, you may teleport yourself or the target 3 squares. Dimensional Blade (Dimensional Novice) You make your weapon so thin it slices between molecules, allowing you to ignore physical armor. Encounter • Dark, Weapon Standard Action Melee Weapon Target: One creature Attack: Intelligence + your level + accuracy + 4 vs. Reflex Hit: 1[W] + Intelligence modifier + your level damage. Special: This attack ignores Physical Resistance, but not Immunity. The 1st Dimension (Dimensional Utility) You can press yourself so thin you disappear or slip through the smallest of spaces. Encounter • Dark Minor Action Personal Effect: You become invisible and gain phasing until the end of your next turn. The 4th Dimension (Dimensional Expert) Time and Space are you weapons to turn upon your foes. Encounter • Dark Standard Action Personal Effect: You disappear from time and space. Remove your token from the board, and you lose line of sight and line of effect. At the start of your next turn, you appear in an unoccupied space within 10 squares. You may make the following attack as a free action: Free Action Melee 2 Target: One, two, or three creatures. Attack: Intelligence + your level vs. Fortitude Hit: 1d10 + Intelligence modifier + your level damage, and you teleport the target 5 squares. Special: If you attack one target, you deal additional damage equal to twice your level. If you attack two targets, you instead deal additional damage equal to your level.

Esper The mind is a terrible thing to waste Mutant Type: Wisdom; Psi; +2 to psi overcharge. Skill Bonus (Level 1): Gain a +4 to Conspiracy checks. Defense Bonus (Level 1): Gain Resist 10 Psychic. Freudian Flux (Level 1): When a creature ends its turn adjacent to you, it takes 5 psychic damage. Esper Critical (Level 2 or 6): When you score a critical hit, the target falls prone (save ends). Id Insinuation (Esper Novice) You send tendrils of thought burrowing into your foes minds, making them insecure. At-Will • Psi, Psychic Standard Action Ranged 10 Target: One creature Attack: Wisdom + your level vs. Will Hit: 1d8 + Wisdom modifier + your level psychic damage, and the target takes a -1 penalty to defenses until the start of your next turn. Super-Ego (Esper Utility) Your personal & absolute standards aid you amidst chaos. Encounter • Psi Immediate Interrupt Personal Trigger: You suffer an ongoing effect. Effect: Make an immediate saving throw. Ego Whip (Esper Expert) Your psychic attack hits like the crack of a whip, flooding your foe with feelings of crushing worthlessness Encounter • Psi, Psychic Standard Action Ranged 10 Target: One creature Attack: Wisdom + your level vs. Will Hit: 2d10 + Wisdom modifier psychic damage and the target is stunned until the end of your next turn.

Extraterrestrial In a galaxy far far away. . . Mutant Type: Intelligence; Dark; +2 to dark overcharge. Skill Bonus (Level 1): Gain a +4 to Science checks. Alien Mind (Level 1): Gain a +2 Will. Technological Superiority (Level 1): You gain a +2 bonus to Omega Charge checks. Extraterrestrial Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage, and you gain a +2 bonus to all Defenses until the end of your next turn. Be Good (Extraterrestrial Novice) You make a psychic demand on your enemies for peace. Encounter • Dark, Psychic Minor Action Ranged 5 Requirement: You cannot have attacked this creature before. Target: One creature Attack: Intelligence + your level + vs. Will Hit: Until the end of your next turn, the target is pacified. While pacified, if the target makes an attack, it takes damage equal to your intelligence modifier plus twice your level. Special: If you attack the target, it is no longer pacified. Glowing Finger (Extraterrestrial Utility) Your species has mastered the science of biology. Encounter • Dark, Healing Minor Action Melee Touch Target: One creature Effect: The target may make an immediate saving throw, or regain hit points equal to your intelligence modifier plus your level. Phone Home (Extraterrestrial Expert) A call to an orbiting ship aids you in blasting your enemies. Encounter • Dark, Teleport, Laser Standard Action Close burst 2 Target: Each creature in burst Attack: Intelligence + your level +3 vs. AC Hit: 1d10 + Intelligence modifier + twice your level laser damage. Effect: You teleport 10 squares after the attack.

Fey One of the myriad wold lines merged into this one by the Big Mistake was what was once called The Otherwold, or Feywild, or Faerie. You were an inhabitant of that magical realm, rich in dark energy. Mutant Type: Charisma; Dark; +2 to dark overcharge. Skill Bonus (Level 1): You gain a +4 to Interaction and Intuition checks Fey Quickness (Level 1): You gain a +1 to your Reflex, AC, and Speed when you are not wearing heavy armor. Immortal (Level 1): You do not age, and have resist 10 necrotic. Fey Critical (Level 2 or 6): When you score a critical hit, you do 1d10 extra psychic damage, and you gain total concealment against the target until the end of its next turn. Capricious Attack (Fey Novice) Your strange fey combat style confuses your foe. At-Will • Dark, Psychic, Weapon Standard Action Melee weapon Requirement: You must be using a light weapon that is not a gun, omega tech, or made of iron. Target: One creature Attack: Charisma + your level vs. Will Hit: 1[W] + Charisma modifier + your level psychic damage, and the target is confused. Roll a d6 below to determine the effect: 1. Target must make a basic attack against you next turn if able. If it cant, it is dazed. 2. The target will attack you on its next turn if able. If it can't, it takes a -2 to attacks that round. 3. Target takes a -2 penalty to hit enemies other than you until the end of its next turn. 4. The target is slowed until the end of its next turn. 5. The target is dazed until the end of its next turn. 6. The target makes a basic attack against one of its allies on its next turn. If it can't it is stunned.

Fey Glamour (Fey Utility) Those around you see you as you wish to be seen. Encounter • Dark, Illusion Minor Action Personal Effect: Creatures perceive you as pleasant, attractive, or important, and will not be suspicious of your presence or motivations (-4 intution) until combat begins. You gain a +4 to all interaction checks until the end of the current encounter. If you use this power in combat, you may pick one enemy you can see and that enemy takes a -2 to all attacks against you until the end of the encounter. Fey Magic (Fey Expert) You conjure up remntants of ancient Fey power and shape it into deadly forms. Encounter • Dark, Illusion, Psychic Standard Action Close burst 3 Target: Each enemy in burst Attack: Charisma + your level vs. Reflex Hit: 2d12 + Charisma modifier + twice your level damage, and roll a d6 below: 1. Acid damage and the target takes ongoing 5 acid (save ends) 2. Cold damage and the target is immobilized until the end of your next turn. 3. Electricity damage and the target takes a -2 penalty to attack rolls until the end of your next turn. 4. Fire damage and the target takes ongoing 5 fire (save ends). 5. Sonic damage and the target is deafened until the end of your next turn. 6. Force damage and you push the target 3 squares.

Gamma You are infused with the same energy that caused the Big Mistake, causing reality to bend and twist around you.

Mutant Type: Constitution; Dark; +2 to dark overcharge. Skill Bonus (Level 1): You gain a +4 to Science checks Defense Bonus (Level 1): You gain a +2 to your Will defense. Flux Aura (Level 1): Creatures adjacent to you experience an Alpha Flux on a 3 or less. If you roll a 2 or a 3 on a d20 roll, you may choose to experience an Alpha Flux. Gamma Critical (Level 2 or 6): When you score a critical hit, a random creature within 5 squares, including you, experiences an Alpha Flux. Gamma Rays (Gamma Novice) Well, what else did you expect? At-Will • Dark, Radiation Standard Action Ranged 5 Target: One creature Attack: Constitution + your level vs. Fort Hit: 1d8 + Constitution modifier + your level radiation damage, and the target's space becomes Gamma Terrain until the start of your next turn. Flux Shield (Gamma Utility) You have learned to shield yourself in part from unwanted mutations. Encounter • Dark Free Action Personal Trigger: You experience an Alpha Flux Effect: Choose one of your Alpha Mutations. You do not replace it, and may refresh it. Warp Reality (A Expert) You tear open the veil between realities, and the backwash of energy assaults your foes and warps the land around you.

Encounter • Dark, Radiation Standard Action Close burst 2 Target: All creatures in burst Attack: Constitution + your level vs. Fort Hit: 1d10 + Constitution modifier + your level radiation damage Effect: The burst creates a zone of Theta Flux Terrain that lasts until the end of the encounter. See the Special Rules section for more information.

Goatfolk Someone calling you a goat isn't really an insult. Mutant Type: Constitution; Bio; +2 to bio overcharge. Skill Bonus (Level 1): You gain a +4 to Mechanics checks Defense Bonus (Level 1): You gain a +2 to your Fort defense. Cast Iron Stomach (Level 1): You can eat and drink almost anything. Irradiated, Metallic, Organic, Mineral. . . it doesnt matter to you, it can be food if you're willing. Goatfolk Critical (Level 2 or 6): When you score a critical hit, you deal an extra +1d10 damage and the target it dazed until the end of its next turn. Headbutt (Goatfolk Novice) You rear back, smashing into your foe with your horns. At-Will • Bio Standard Action Melee 1 Target: One creature Attack: Constitution + your level +2 vs. AC Hit: 1d10 + Constitution modifier + your level damage. Hooves of Steel (Goatfolk Utility) Flavor Text Needed. Encounter • Bio Free Action Personal Effect: Until the end of your next turn, you can ignore difficult terrain. Get Off My Bridge (Goatfolk Expert) With a roar, you slam into your opponent, knocking them backwards. Encounter • Bio Standard Action Melee 1 Target: One creature Attack: Constitution + your level vs. Fort Hit: 2d10 + Constitution modifier + your level damage, and the target is pushed 3 squares.

Goo Where others are bizarre mutants, you are a sentient and mobile jello-being dripping your way through life. (Lime Flavoring Optional.) Mutant Type: Constitution; Bio; +2 to bio overcharge. Skill Bonus (Level 1): You gain a +4 to Nature checks No Vital Organs Bonus (Level 1): You gain a +2 to all defenses. Short-Circut (Level 1): You have a -2 penalty to all Omega Tech charge rolls Goo Critical (Level 2 or 6): When you score a critical hit, you an extra 1d10 damage and the target is immobilized (save ends). Goo On Face (Goo Novice) You spray a burst of goo onto an opponent's face, blinding him/her/it temporarily. At-Will • Bio, Physical Standard Action Ranged 5 Target: One creature Attack: Constitution + your level vs. Ref Hit: 1d10 + Constitution modifier + twice your level physical damage, and the target is blinded until the end of your next turn. Slippery Escape (Goo Utility) When attacked, you have the annoying habit of slipping away. Encounter • Bio Immediate Interrupt Personal Trigger: An attack is made against you. Effect: You may shift a number of squares equal to your speed +2. Smother (Goo Expert) You haven't lived until you've been death-hugged by a living puddle. Encounter • Bio, Physical Standard Action Melee 1 Target: One creature Attack: Constitution + your level vs. Fortitude Hit: The target takes ongoing 10 physical and is unconscious (save ends both). If you move away from the target, the effect ends immediately.

Hemokinetic You are an artist. Blood is your medium, the body your canvas. Mutant Type: Cha; Dark; +2 to dark overcharge. Natural Healer (Level 1): Gain a +2 to Science and Nature checks. Hardy Constitution (Level 1): Gain a +2 bonus to Fortitude. Biofeedback (Level 1): You have fast healing 3. Hemokinetic Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage, and an ally within 5 squares of you regains hit points equal to your Charisma modifier + your level. Sepsis Induction (Hemokinetic Novice) You cause your opponents body to reject its own tissue, inducing blood poisoning. At-Will • Dark, Poison Standard Action Ranged 10 Target: One creature Attack: Charisma + your level vs. Fort Hit: The target takes ongoing 10 poison (save ends). Blood Transfusion (Hemokinetic Utility) You draw blood out of yourself and use it to close up an ally's wounds. Encounter • Dark Move Action Close burst 5 Target: You and one ally in burst. Effect: You take 2d8+your level damage, and the target gains that many hit points plus temporary hit points equal to your Charisma modifier. Involuntary Donor (Hemokinetic Expert) You drain your enemies' vitality, transferring it to yourself. Encounter • Psi, Psychic Standard Action Close burst 3 Target: Each enemy in burst Attack: Charisma + your level vs. Fort Hit: 1d6 + Wisdom modifier + your level psychic damage. Effect: You gain temporary hit points equal to the total damage dealt.

Hoofed Mutant Type: Constitution; Bio; +2 to bio overcharge. Skill Bonus (Level 1): Gain a +4 to Athletics checks. Defense Bonus (Level 1): Gain a +2 Reflex. Powerful Legs (Level 1): You gain a +1 to Speed. Hoofed Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage, and you may shift 2 squares. Trample (Hoofed Novice) Flavor Text Needed Encounter • Bio, Physical Move Action Personal Effect: Move your speed. During this movement, you may pass through enemy squares and make the following attack against each one as a free action: Target: One creature Attack: Constitution + your level vs. Reflex Hit: Constitution modifier plus your level physical damage. Gallop (Hoofed Utility) Flavor Text Needed Encounter • Bio Minor Action Personal Effect: You can move your speed Back Kick (Hoofed Expert) Flavor Text Needed Encounter • Bio, Physical, Reliable Standard Action Melee 1 Target: One creature Attack: Constitution + your level vs. Reflex Hit: 2d10 + Constitution modifier + twice your level physical damage, and the target is knocked prone.

Horned Now that's a rack. Mutant Type: Constitution; Bio; +2 to bio overcharge. Skill Bonus (Level 1): Gain a +4 to Interaction checks. Thick Skinned (Level 1): Gain a +1 to AC. Powerful Charge (Level 1): You gain a +2 to damage rolls on charge attacks. Horned Critical (Level 2 or 6): When you score a critical hit, you can make a charge attack as a free action. Goring Charge (Horned Novice) Nobody's stupid enough to grab a bull by the horns. . . right? At-Will • Bio, Physical Standard Action Melee 1 Target: One creature Attack: Constitution + your level vs. AC Hit: 2d6 + Constitution modifier + your level physical damage, and you knock the target prone. Special: When charging, you can use this power in place of a melee basic attack. Bull Headed (Horned Utility) You cannot push a cow's head down unless its drinking of its own will. Encounter • Bio Immediate Interrupt Personal Trigger: You are hit by an attack that pulls, pushes, slides, or knocks prone. Effect: You are not pulled, pushed, slid, or knocked prone by the attack, but you still suffer any other effects of the attack. Blood Frenzy (Horned Expert) Something about the color red makes you go crazy. Encounter • Bio Immediate Reaction Personal Trigger: You are bloodied by an attack from a creature. Target: Triggering creature Effect: Make a melee basic or charge attack against the target as a free action. If the attack hits, knock the creature prone and push it 2 squares.

Illusionist FlavorText Mutant Type: Intelligence; Dark; +2 to dark overcharge. Skill Bonus (Level 1): You gain a +4 to Conspiracy checks Defense Bonus (Level 1): You gain a +2 to your Will defense. Halllucinatory Terrain (Level 1): Squares adjacent to you are considered difficult terrain by enemy creatures. Origin Critical (Level 2 or 6): When you score a critical hit, you deal an extra 1d10 damage and the target is dazed until the end of its next turn. Illusory Ambush (Illusionist Novice) You create an illusion of swirling spectral assailants that swarm over your enemy.

At-Will • Dark, Illusion, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence + your level vs. Will Hit: 1d8 + Intelligence modifier + your level psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. Shadow Haze (Illusionist Utility) With a wave of your hand, darkness swirls about an ally, concealing them from your enemies.

Encounter • Dark, Illusion Minor Action Ranged 10 Target: You or one ally. Effect: The target gains total concealment until the end of your next turn. Hypnotic Pattern (Illusionist Expert) A swirling pattern of colors appears before your foes. Their eyes glaze over as the patter enthralls them and lures them closer.

Encounter • Dark, Illusion Standard Action Ranged 10 Effect: You conjure a swirling pattern of colors and lights in an unoccupied square within range that lasts until the end of your next turn. You can use the Hypnotic Pattern attack power, using the pattern's square as the origin. Hypnotic Pattern Attack At-Will • Dark, Illusion Opportunity Action Close Burst 3 Trigger: An enemy starts its turn within 3 squares of the pattern. Target: Triggering enemy in burst. Attack: Intelligence + your level vs. Will Hit: The target is pulled 3 squares toward the pattern and is slowed until ENT.

Infected While you probably havent yet made the full change into ravenous zombie cannibal, you are well on your way. You like to lurk out of sight, waiting for your next meal to present itself. Then you strike, devouring flesh and blood with reckless abandon. Mutant Type: Constitution; Bio; +2 to bio overcharge. Skill Bonus (Level 1): You gain a +4 to Stealth checks Defense Bonus (Level 1): You gain a +2 to your Fortitude defense. They're Everywhere! (Level 1): You can climb your speed. You can even climb upside down across horizontal surfaces. You cant attack while climbing. Infected Critical (Level 2 or 6): When you score a critical hit, you deal an extra 1d10 damage, and you gain 5 temporary hit points. Bloody Feast (Infected Novice) Flavor Text Needed At-Will • Bio, Physical Standard Action Melee 1 Target: One creature Attack: Constitution + your level vs. Fortitude Hit: 2d8 + Constitution modifier + twice your level acid damage, and the target is immobilized until the end of your next turn. Fast Zombie (Infected Utility) Flavor Text Needed. Encounter • Bio Immediate Reaction Personal Trigger: An enemy you can see if bloodied Effect: You shift your speed toward the triggering creature. Invigorating Meal (Infected Expert) Flavor Text Needed Encounter • Bio, Physical Free Action Melee 1 Trigger: You end your turn adjacent to an immobilized creature Target: Triggering creature Attack: Constitution + your level vs. Fortitude Hit: 2d12 + Constitution modifier + twice your level damage, and you gain 10 temporary hit points.

Invisible People tend to look right through you. Mutant Type: Dexterity; Dark; +2 to dark overcharge. Skill Bonus (Level 1): You gain a +4 to Stealth checks Defense Bonus (Level 1): You gain a +2 to your AC and Reflex against melee and ranged attacks. Like You're Not Even There (Level 1): If you are not surprised at the beginning of an encounter, you can not be included as the target of an attack or power until the beginning of your next turn. Invisible Critical (Level 2 or 6): When you score a critical hit, you deal an extra 1d10 damage and you become invisible to the target until the beginning of your next turn or until you attack the target, whichever comes first. Unseen Hand (Invisible Novice) Flavor Text Needed At-Will • Dark, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity + your level + accuracy vs. Reflex Hit: 1[W] + your level damage, and the target grants combat advantage to you and your allies until the end of your next turn. Where'd You Go? (Invisible Utility) Flavor Text Needed. Encounter • Dark Immediate Interrupt Personal Trigger: You are hit by an attack. Effect: The triggering attack misses you, and you teleport a number of squares equal to your Dexterity modifier +1. Disappearing Act (Invisible Expert) Flavor Text Needed Encounter • Dark Standard Action Close burst 3 Effect: You may immediately use Unseen Hand against each enemy in the burst. You become invisible to each enemy you hit with this attack (save ends each). If you attack a target to which you are invisible from this power, the effect ends for that target.

Inspiring Strikers wield weapons. Leaders wield strikers. You may now panic. Mutant Type: Charisma; Psi; +2 to psi overcharge. Skill Bonus (Level 1): Gain a +4 to Interaction checks. Rallying Icon (Level 1): Each ally adjacent to you gains a +1 to all defenses. Rub Some Dirt In It! (Level 1): You can substitute Interaction for a skill check that involves healing, such as helping an ally resist disease, or triggering their second wind. Inspiring Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage, and allies within 5 squares of you gain a +2 to attack rolls until the end of your next turn. War Cry (Inspiring Novice) Flavor Text Needed At-Will • Psi, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Charisma + your level + accuracy vs. AC Hit: 1[W] + Charisma modifier + your level damage. Effect: One ally within 5 squares gains +1 to a defense of their choice, or a +1 to attack rolls against the target. This effect lasts until the start of your next turn. Motivational Word (Inspiring Utility) “Band-aid!” Encounter • Psi, Healing Minor Action Close burst 10 Target: You or one ally within burst. Effect: The target regains 10 hit points and can make an immediate saving throw against an effect a save can end. Flight of the Valkyries (Inspiring Expert) Flavor Text Needed Encounter • Psi, Weapon Standard Action Melee or Ranged weapon Target: One creature Effect: Each ally within 10 squares can shift 3. Attack: Charisma + your level + accuracy vs. AC Hit: 1[W] + Charisma modifier + your level damage, and each ally adjacent to you can make a basic attack.

Koopa Troopa You may be cute, but you can take it and dish it. Mutant Type: Charisma; Bio; +2 to bio overcharge. Skill Bonus (Level 1): You gain a +4 to Athletics checks Defense Bonus (Level 1): You gain a +1 to AC. Special (Level 1): You suffer a -1 to speed, but ignore difficult terrain when shifting. Origin Critical (Level 2 or 6): When you score a critical hit, you deal an extra 1d10 damage and the target is knocked prone. Shell Slide (Troopa Novice) It seems all troopas have very slimy tummies. Must be the mushrooms. At-Will • Bio Standard Action Personal Effect: You shift 6 squares in a straight line and can make the following attack once per creature you move adjacent to. Attack: Charisma + your level vs. Reflex Hit: Charisma modifier + your level physical damage. Slippy Shell (Troopa Utility) And sometimes the Troopas can't control their own strength Encounter • Bio Immediate Reaction Personal Trigger: You are hit by a melee attack Effect: You are pushed 6 squares by the attack and can go through enemy spaces. Any creature whose space you pass through is knocked prone. Shell Spin (Troopa Expert) Learning from their King, the Troopa can become a whirling storm of shell. Encounter • Bio Standard Action Close Burst 1 Target: All creatures in burst Attack: Charisma + your level vs. Fortitude Hit: 1d10 + Charisma modifier + twice your level physical damage, and the target is pushed 2.

Lepidoptoid You have antennae, possibly bristle-like hair or soft fur, and a huge pair of bright, multicolored butterfly wings. You know Mothra? Yeah, its like that. Mutant Type: Charisma; Bio; +2 to bio overcharge. Skill Bonus (Level 1): You gain a +4 to Interaction checks Shifting Patterns (Level 1): You gain resist 10 to a type you specify at the start of each encounter. Pollen Release (Level 1): When you become bloodied, all enemies in close burst 3 take ongoing poison damage equal to your level (save ends). Flight: You have limited powers of flight. You gain a flight speed equal to your level, but you cannot make attacks while flying. If you are attacked while flying, you must make a saving throw or fall. Lepidoptoid Critical (Level 2 or 6): When you score a critical hit, you push the target 3 squares and knock it prone. Wing Pollen (Lepidoptoid Novice) You flap your wings and release a spray of pollen. At-Will • Bio, Poison Standard Action Close blast 3 Target: Each creature in blast Attack: Charisma + your level vs. Fortitude Hit: 1d6 + Charisma modifier + your level poison damage, and the target is grants combat advantage (save ends). Blinding Lights (Lepidoptoid Utility) Bright multicolored lights flash from your wings, deflecting damage. Encounter • Bio Immediate Interrupt Personal Trigger: You would take damage. Effect: You gain resist 5 All until the start of your next turn. Nuclear Pollen (Lepidoptoid Expert) You begin to produce glowing, radioactive pollen that progressively weakens you opponents. It gets on your hands, your weapons, everything. . . all it needs is delivery. Encounter • Bio, Poison Minor Action Personal Effect: The damage from your next attack becomes ongoing poison damage (save ends).

Mind Deceiver You project false sensory impressions into the minds of your victims. It's fun to watch them run around screaming, “Get it off me! Get it off me!' Well, you think it's fun.

Mutant Type: Charisma; Psi; +2 to psi overcharge. Skill Bonus (Level 1): You gain a +4 to Interaction checks Defense Bonus (Level 1): You gain a +2 to your Will defense. Group Telepathy (Level 1): All the cool Psi's have it. While you are conscious, you and your allies within 10 squares can communicate telepathically with one another. Deceiver Critical (Level 2 or 6): When you score a critical hit, the target stops interacting with the real world and is stunned until SNT. Get It Off Me! (Deceiver Novice) Your victim believes that repulsive creatures - bugs, bats, worms, bunnies, whatever he finds repulsive - are crawling all over him.

At-Will • Psi, Illusion, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma + your level vs. Will Hit: 1d6 + Intelligence modifier + your level psychic damage, and the target is slowed until the end of its next turn. What Was That? (Deceiver Utility) You project subtle sensory impressions onto the edges of your victim's awareness.

Encounter • Psi, Illusion Minor Action Close burst 10 Effect: Each enemy in the burst grants combat advantage and takes a -4 penalty to passive perception and insight until the end of your next turn. Nightmare Killer (Deceiver Expert) You bring a fearsome creature from your victim's darkest nightmares into his waking perceptions. Again, it could be a clown or a bunny - 'fearsome' is so subjective.

Encounter • Psi, Illusion, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma + your level vs. Will Hit: You slide the target a number of squares equal to your charisma modifier, and the target is dazed (save ends). While the target is dazed you may make the following secondary attack as a free action at the start of the target's turn.: Nightmare Killer Attack Effect: Before the attack, you slide the target a number of squares equal to your Charisma modifier. Attack: Charisma + your level -2 vs. REF (The target does not grant Combat Advantage vs this attack) Hit: 4d8 + Charisma modifier + twice your level psychic damage and the target is unconscious (save ends). He is no longer Dazed and you can no longer make the secondary attack.

Miniature It seems anything can be miniaturized, from toys to food to animals. Why not mutants? Mutant Type: Charisma; Bio; +2 to bio overcharge. Skill Bonus (Level 1): Gain a +4 to Acrobatics checks. Lost in the Crowd (Level 1): You gain a +2 to AC when you are adjacent to at least two creatures that are larger than you. Feisty (Level 1): You gain a +2 to Reflex. Only Smaller! (Level 1): You are size Small. You suffer a -2 penalty when wielding weapons not sized properly for you. Miniature Critical (Level 2 or 6): When you score a critical hit, the target gains Vulnerable 5 to all damage until the start of your next turn. Shin Kick (Miniature Novice) While you're down there, you might as well kick some shins. At-Will • Bio, Physical Standard Action Melee 1 Target: One creature Attack: Charisma + your level vs. Fortitude Hit: 1d6 + Charisma modifier + your level damage, and the target grants combat advantage for the next attack against it. Too Slow! (Miniature Utility) Being small, you're harder to hit. Encounter • Bio Immediate Interrupt Personal Trigger: You are hit by an attack. Effect: The attacker re-rolls the attack and keeps the result. Cute Lil' Bugger (Miniature Expert) Aww, you're so cute! How can I kill something that. . . OW! It bit me! Encounter • Bio, Physical, Reliable Immediate Interrupt Personal Trigger: You are the target of an attack. Effect: The attack misses, but is not expended. You may make a basic melee attack against the target as a free action. You have combat advantage for that attack.

Mutating People find it somewhat. . . disturbing. . . that you could sprout an extra arm at any moment. Or accidentally knock someone over with a tail that wasn’t there a moment ago.

Mutant Type: Constitution; Bio; +2 to bio overcharge. Skill Bonus (Level 1): You gain a +4 to Science checks Defense Bonus (Level 1): You gain a +2 to your Reflex defense. Adaptable Body (Level 1): You gain resist 5 Radiation and Resist 5 Poison. Mutating Critical (Level 2 or 6): Once per encounter when you score a critical hit, you may use your Biological Warfare power as a free action, even if you used it already this encounter. Sudden Appendage (Mutating Novice) You suddenly find yourself possessed of an extra limb. Might as well hit someone with it before its gone again.

At-Will • Bio Standard Action Melee 1 Target: One creature Attack: Constitution + your level +2 vs. AC Hit: 1d10 + Constitution modifier + twice your level physical damage. Biological Warfare (Mutating Utility) Sudden mutations can sometimes give you an edge.

Encounter • Bio Minor Action Personal Effect: Discard all of your non-Bio Alpha Mutations. Draw from the DM's deck until you've replaced them all with Bio Mutations. It Wasn't Slime, It Was Ooze! (Mutating Expert) You spew forth a disgusting ooze that warps you opponent’s bodies.

Encounter • Bio Standard Action Close blast 2 Target: All creatures in blast Attack: Constitution + your level vs. Fort Hit: 1d6 + Constitution modifier + your level radiation damage, and the target replaces a mutation with a Bio mutation from the DMs deck. If the target has no mutations, it instead loses a random encounter power for the rest of the encounter.

Ocular You've got eyes on the back of your head. And eyes on the side of your head. And your shoulders and your arms and you back and your chest and legs and hands and. . . Mutant Type: Intelligence; Dark; +2 to dark overcharge. Skill Bonus (Level 1): You gain a +4 to Perception checks Defense Bonus (Level 1): You gain a +2 to your Reflex defense. Hyperspectral Vision (Level 1): You don't grant combat advantage when flanked. You can see in dim light and darkness without penalty. Photosensitivity (Level 1): Whenever you take laser (or radiant) damage, you take 5 extra damage. Ocular Critical (Level 2 or 6): When you score a critical hit, the attack deals an extra 1d10 damage, and the target is blinded (save ends). Optic Beam (Ocular Novice) You fire rays of ruby-red force from your eyes. At-Will • Dark, Force Standard Action Ranged 10 Target: One creature Attack: Intelligence + your level vs. Reflex Hit: 2d6 + Intelligence modifier + twice your level damage, and you push the target 2 squares. Vision Adjustment (Ocular Utility) Your eyes can adapt to any condition. Encounter • Dark Minor Action Personal Effect: If you are currently affected by any condition causing blindness, that condition ends. Until the end of your next turn, you can see through walls and blocking terrain, can see invisible or obscured creatures, and don't take attack penalties for concealment or cover. Ocular Explosion (Ocular Expert) You open all your eyes at once, generating a spectrum of energies that blasts your foes. Encounter • Dark, Varies Standard Action Close burst 5 Target: Enemies in burst Attack: Intelligence + your level vs. Reflex Hit: 2d10 + Intelligence modifier + your level damage, and roll 1d8 below for each target: 1- Force damage and you slide the target 3 squares. 2 – Fire damage, and the target gains ongoing 5 fire (save ends). 3 – Cold damage, and the target is immobilized (save ends). 4 – Electricity damage, and the target grants combat advantage (save ends). 5 – Psychic damage, and the target is dazed (save ends). 6 – Radiation damage, and the target takes a -2 penalty to attack rolls (save ends). 7 – Necrotic damage, and you gain 10 temporary hit points. 8 – Laser damage, and the target is blinded (save ends).

Photokinetic Old-timers say you 'have' Light Wave Manipulation. You don't understand why everyone who can see light can't all 'touch' and 'guide' it the way you do - it's the most natural thing in the world.

Mutant Type: Wisdom; Psi; +2 to psi overcharge. Skill Bonus (Level 1): You gain a +4 to Stealth checks Defense Bonus (Level 1): You gain a +2 to your Reflex defense. Special (Level 1): Its like blinking. You have Resist 15 Laser (Or Radiant/Light), and can't be blinded by light effects. Photokinetic Critical (Level 2 or 6): When you score a critical hit, the target is blinded until the start of your next turn. Invisibility (Photokinetic Novice) You bend light comfortably around you, like a concealing cloak or old security blanket.

At-Will • Psi Standard Action Personal Effect: You are invisible until the end of your next turn. If you use a Standard Action, Opportunity Action, or Immediate Interrupt before the end of your next turn, you become visible. While you have Total Concealment, everything has concealment from you while you are invisible. If you attack while invisible, you become visible, but you gain Combat Advantage (and your target does not have concealment) for that attack. Unless you succeed on a Stealth check (DC 10+ enemies' highest Perception bonus), other creatures know where you are in combat, even though they can't see you. Laser Negation (Photokinetic Utility) Coherent light is a deadly weapon. Diffuse it even a little, though, and it might as well be a flashlight.

Encounter • Psi Immediate Interrupt Close burst 5 Trigger: An enemy uses an attack that does laser damage. Target: You and all allies in burst. Effect: You and your allies gain Resist 15 Laser and Resist 10 against attacks that combine other damage types with laser damage. This effect lasts until the end of your next turn. Darkness (Photokinetic Expert) You cause all matter (including air) in a large area to stop emitting or reflecting light, plunging it into total darkness.

Encounter • Psi, Illusion, Zone Standard Action Area burst 2 within 10 Target: Each creature in burst Attack: Wisdom + your level vs. Reflex Hit: The target is blinded (save ends) after it leaves the area of darkness. Effect: You create a zone of complete darkness that lasts until the end of your next turn. The zone blocks line of sight and grants total concealment to everything inside it. It also blocks line of effect for any power with the laser keyword. Sustain (Minor): The zone persists, and you may move it up to 3 squares.

Pistol Shrimp Your single massive claw isn't used for rending, but for something far more surprising, and far more deadly. Mutant Type: Strength; Bio; +2 to bio overcharge. Skill Bonus (Level 1): Gain a +4 to Athletics checks. Defense Bonus (Level 1): Gain a +2 Reflex. Snapping Claw (Level 1): One of your arms is a giant snapping claw capable of producing shockwaves. It is a one-handed gun that uses Str/Con, deals 2d8 damage, and has an accuracy of 3. It has a range of 10 and does not require ammunition. Shrimp Critical (Level 2 or 6): When you score a critical hit, the target is stunned until the end of its next turn. Shotgun Shockwave (Shrimp Novice) With a sweep of your claw, you spread your shockwave out to strike a group of foes. At-Will • Bio, Physical Standard Action Wall 3 within 10 Target: Each creature in Wall Attack: Strength + your level vs. Fortitude Hit: 1d8 + Strength modifier + your level physical damage, and you push the target 1 square. Luminescent Cavitation (Shrimp Utility) Your shockwave causes a brief burst of intense heat that creates light. Encounter • Bio, Fire Minor Action Personal Effect: The next target you hit when using your snapping claw takes 5 fire damage and is blinded (save ends). This is in addition to the normal effects of the attack. Stunning Shot (Shrimp Expert) With a well-placed shot, you stun your target, just like your sea-dwelling brethren. Encounter • Bio, Physical Standard Action Ranged 10 Target: One creature Attack: Strength + your level vs. Fortitude Hit: 2d8 + Strength modifier + your level damage, and the target is stunned until the end of its next turn. Aftereffect: The target is dazed until the end of its next turn.

Prehistoric Mutant Type: Constitution; Bio; +2 to bio overcharge. Skill Bonus (Level 1): Gain a +4 to Nature checks. Defense Bonus (Level 1): Gain a +2 Fortitude. Zug Zug (Level 1): You take a -2 penalty to Omega Charge rolls, but your effective leve is increased by two for the purposes of salvaging Omega Tech. Prehistoric Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage, and you may shift 2 squares. Club, Smash! (Prehistoric Novice) Flavor Text Needed At-Will • Bio, Weapon Standard Action Melee weapon Target: One creature Attack: Constitution + your level + accuracy vs. Reflex Hit: 1[W] + Constitution modifier + your level damage, and each creature adjacent to the target takes damage equal to your Constitution modifier. Thick Skull, Tiny Brain (Prehistoric Utility) Flavor Text Needed Encounter • Bio, Stance Free Action Personal Effect: You gain Resist 5 physical, but suffer a -2 penalty to Will and Reflex Sustain Minor: The effect persists. Let There Be Fire! (Prehistoric Expert) Flavor Text Needed Encounter • Bio, Physical, Fire Standard Action Close burst 1 Target: Each creature in burst Attack: Constitution + your level vs. Reflex Hit: 1d10 + Constitution modifier + your level physical and fire damage, and you push the target 1 sq. Effect: Until the end of the encounter, your melee attacks deal an additional 2 fire damage.

Puppeteer Ever since you were young, you could cause things around you to come alive by force of will. Solid, Liquid, Gas. . . it matters not, you can bend it to your own purposes. Mutant Type: Charisma; Psi; +2 to psi overcharge. Skill Bonus (Level 1): You gain a +4 to Conspiracy checks Trickster (Level 1): As a minor action, you can cause a small unattended object to come to life for one round. This can do one of the following: Make A Feint (Adjacent enemies take a -1 to attack), Impress Others (+2 to Interaction), or Cause A Distraction (Enemy takes -2 to Perception, or DM's choice). This is a Charisma attack vs Will that can be performed once per round. Puppeteer Critical (Level 2 or 6): When you score a critical hit, you may use Animate Object as a free action. Animate Object (Puppeteer Novice) Through your will, objects move and attack. At-Will • Psi Standard Action Close burst 5 Target: One medium or smaller object in burst. Effect: The object is animated until the start of your next turn, and may make the below attack. An animated object has 5hp and may move half your speed if it has a means to, whenever you take a move action. The hit effect for the attack used is determined by the DM according to the object animated. Weapon damage and accuracy is determined by the standard weapon chart. Attack: Charisma + your level + accuracy Hit: 1[W] + your level damage, and the target is restrained, knocked prone, pushed 2, or takes a -2 penalty to its next attack roll. Sustain (Minor): The effect persists, and the object may attack as a free action. You may only sustain one Animated Object per round. Imbue Life (Puppeteer Utility) You cause an object to truly become alive for a short time. Pinocchio would be jealous. Encounter • Psi Minor Action Close burst 5 Target: One medium or smaller object in burst. Effect: The object is animated until the end of the encounter. It may attack once per turn as a free action using the attack that would be given to it by Animate Object. Puppet Master (Puppeteer Expert) Blood is an object, too. So is an arm, or a leg, or a whole body. What matter if its already alive? Encounter • Psi Standard Action Close burst 5 Target: One creature in burst Attack: Charisma + your level vs. Will Hit: 1d10 + Wisdom modifier + your level psychic damage, and the target is dominated (save ends).

Rabbit Long ears, big teeth, fluffy little cottontail. You're fuzzy and cute, but no one should assume you're defenseless – far from it in fact. Mutant Type: Strength; Bio; +2 to bio overcharge. Skill Bonus (Level 1): You gain a +4 to Perception checks Defense Bonus (Level 1): You gain a +2 bonus on saving throws. What, Behind the Rabbit? (Level 1): At the start of each encounter, you gain combat advantage against all targets until the end of your first turn. Origin Critical (Level 2 or 6): When you score a critical hit, the target takes ongoing 10 physical (save ends). Rabbit Punch (Rabbit Novice) You clobber your opponent with a sudden blow to a vulnerable spot. At-Will • Bio, Physical, Weapon Standard Action Melee weapon Target: One creature Attack: Strength + your level accuracy vs. AC Hit: 1[W] + Strength modifier + your level physical damage, and if you have combat advantage against the target, it is dazed until the start of your next turn. Bunny Hop (Rabbit Utility) Your strong legs let you bound across the battlefield with ease. Encounter • Bio Move Action Personal Effect: You jump a number of squares equal to your speed. This movement does not provoke opportunity attacks. Vicious Steak A Mile Wide (Rabbit Expert) You erupt in a burst of lapine fury, leaping about and attacking with your sharp teeth and claws. Encounter • Bio, Physical Standard Action Close burst 2 Target: Each enemy in burst Attack: Strength + your level vs. Reflex Hit: 2d10 + Strength modifier + your level physical damage Miss: Half damage.

Saurian You are the result of 65 million years of evolution acting upon the dinosaurs that lived happily ever after when a huge rock missed their planet. You don't see why these naked apes snicker at that thought. Mutant Type: Constitution; Bio; +2 to Bio overcharge. Skill Bonus (Level 1): You gain a +4 to Conspiracy checks Defense Bonus (Level 1): You gain a +2 to your Reflex defense. Theropod Gait (Level 1): You gain a +1 bonus to speed. When you run, add +3 to speed instead of +2. Saurian Critical (Level 2 or 6): When you score a critical hit, you deal 1d10 extra damage and may shift up to 3 squares away from the target. Tail Lash (Saurian Novice) You saunter away from your attackers, casually knocking them down with your tail. Oops, you should be more careful. At-Will • Bio, Physcial Standard Action Melee 2 Target: One creature Attack: Constitution + your level vs. Reflex Hit: 1d8 + Constitution modifier physical damage, and the target is knocked prone. You do not provoke an Opportunity Attack if you move away from the target while it is prone. Evolutionary Stasis (Saurian Utility) Your DNA has worked fine for millions of years, why change it now? Encounter • Bio No Action Personal Trigger: You experience an Alpha Surge Effect: Instead of discarding and re-drawing one of your mutations, you can refresh a mutation you have expended. Disemboweling Slash (Saurian Expert) The large sickle-like claw on your second toe is an unpleasant reminder of your species’ bloody origins. This is what they get for reminding you. At-Will • Bio, Physical Standard Action Melee 1 Target: One prone creature Attack: Constitution + your level vs. AC Hit: 2d10 + Constitution modifier + twice your level physical damage, and the target takes ongoing 5 physical damage and is slowed (save ends both). Miss: Half damage and you may jump backwards, shifting 3 squares away from the target.

Scorpionoid Scorpions have a bad reputation as ill-tempered, viscous, and liable to sting for the sheer joy of it. You'd like to prove that reputation is undeserved. You'd like to, but stinging is just so much fun! Appearance: While, mutated from arthropod stock, you may not have as chitinous an appearance as a cockroach or arachnoid. You do retain at least one defining feature of your heritage though: a poisonous stinger at the end of a long segmented tail. Mutant Type: Dexterity; Bio; +2 to bio overcharge. Skill Bonus (Level 1): Gain a +4 to Stealth checks. Defense Bonus (Level 1): Gain a +2 Fortitude. Ambush Predator (Level 1): You may take both a Move action and a Standard action on a surprise round in which you are able to act. When you hit an enemy on a surprise round, you deal +1d12 damage for that attack. Vicious Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage, and target is weakened until the end of its next turn. Sting! (Scorpionoid Novice) Its your nature. At-Will • Bio, Physical, Poison Standard Action Melee 1 Target: One creature Attack: Dexterity + your level vs. AC Hit: 1d6 + Dexterity modifier + your level physical damage, and you may make a secondary attack. Secondary Attack: Dexterity + your level vs Fortitude Hit: 1d8 + your level poison damage, and the target is slowed until the end of your next turn. Revel In It (Scorpionoid Utility) As you sting your enemies, you are energized by the sheer joy of it. Encounter • Bio Free Action Melee 1 Trigger: You hit with your Sting! power's secondary attack, or score a critical hit. Effect: The triggering target takes ongoing poison damage equal to your level (save ends). You can choose to gain 10 temporary hit points, or make a saving throw against an effect a save can end. Hate's Poison (Scorpionoid Expert) Your hatred for your foe concentrates your vemon. Encounter • Bio, Psychic, Poison Free Action Melee 1 Trigger: You hit an enemy with your Sting! power. Effect: Instead of making the Sting! secondary attack, you may make the following attack: Attack: Dexterity + your level vs. Fort Hit: 3d8 + twice your level poison & psychic damage, and the target is slowed (save ends). First failed save: immobilized (save ends) Second failed save: stunned (save ends) Third failed save: reduced to 0 hit points. Miss: 1d8 + your level poison damage, and the target is slowed.

Serpentine You are a cold-hearted snake. Scaly and cold-blooded, you may be serpentine in form, or lithely humanoid, depending on your other origin. Mutant Type: Constitution; Bio; +2 to bio overcharge. Skill Bonus (Level 1): You gain a +4 to Interaction checks to intimidate or tell believable lies. Defense Bonus (Level 1): You gain a +2 to your Fortitude defense. You have resist 5 poison and radiation, vulnerable 5 cold, and are slowed until ENT whenever you take cold damage.. Serpentine Motion (Level 1): Your speed is reduced by 1, but you can climb or swim your speed without making a skill check. Serpentine Critical (Level 2 or 6): When you score a critical hit, you deal an extra 1d10 damage and the target takes ongoing poison damage as if it had been hit with your Strike! power. If you critically hit with Strike!, the ongoing damage is increased by 5. Strike! (Serpentine Novice) In the blink of an eye. At-Will • Bio, Physical, Poison Standard Action Melee 2 Target: One creature Attack: Constitution + your level vs. Reflex Hit: 1d4 + Constitution modifier physical damage, and the target takes ongoing poison damage equal to 2+your level (save ends). Shed Your Skin (Serpentine Utility) You slough off your old self, and stand (or coil) anew. Encounter • Bio Standard Action Personal Effect: You can discard any readied Alpha Mutations you no longer want, ending their effects immediately (such as ending the effects of a failed overcharge). You also heal 5+ Constitution modifier hit points, and can make a saving throw against an effect a save can end. Crushing Coils (Serpentine Expert) You wrap around a foe and crush the life out of it. Encounter • Bio, Physical Standard Action Melee 1 Target: One creature Attack: Constitution + your level +2 vs. AC Hit: 2d10 + Constitution modifier + twice your level physical damage, and the target is grabbed and takes ongoing physical damage equal to your level until it escapes from the grab. You have a +5 bonus to defenses to resist the target's escape attempts. Miss: 1d6 + Constitution modifier + your level damage, and the target is grabbed.

Shadoweaver You don't control light, exactly. You don't control or generate darkness exactly, either. But the interplay of light and darkness. . . shadow. . . that's your plaything. As long as your not in total darkness or circumradiant light, the shadows are yours to command. Mutant Type: Charisma; Dark; +2 to Dark overcharge. Shadowrap (Level 1): You gain a +4 to Stealth and Perception checks. Unless you are in an area completely devoid of shadows, you have concealment at all times. Shadoward (Level 1): You gain a +1 to AC, Reflex, and Will. Shadoweave (Level 1): You can control the shape and movement of shadows within 5 squares of you. It can be fun, or kinda creepy, and is generally no more difficult than speaking. You can also, as a minor action, either eliminate concealment due to dim light or shadows, or render a square completely dark. The effect lasts until the end of your next turn. Shadoweaver Critical (Level 2 or 6): When you score a critical hit, you deal an extra 1d6 force and necrotic damage with that attack and you gain total concealment from the target until the end of your next turn. Shadoweapon (Shadoweaver Novice) You strike at an opponent's shadow with the shadow cast by your own weapon. At-Will • Dark, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma + Accuracy + your level vs. Reflex Hit: [1W] + Charisma modifier + your level damage. Shadowalk (Shadoweaver Utility) You step into a shadow, and out of another. Encounter • Dark Move Action Personal Effect: In combat, you can teleport your speed, and, if the square you teleport to is dimly illuminated or grants concealment, you have total concealment and can make a stealth check to become hidden as part of the move action. If you are not in combat, you and any willing allies can travel through the shadows up to 20 miles in a single minute. At the end of travel, you take 1 cold damage per mile traveled, and are weakened for one round per mile, and cannot Shadowalk again until you take an extended rest. Any allies with you take 5 more cold damage than you, are weakened twice as long, and are stunned (save ends) upon arrival. Shadowrithe (Shadoweaver Expert) You bring shadows to life in a vortex around you, directing them to attack your enemies and shield your friends. Encounter • Dark, Necrotic, Force, Illusion Standard Action Close burst 3 Target: Each enemy in burst Attack: Charisma + your level vs. Reflex Hit: 2d8 + Charisma modifier + twice your level force and necrotic damage, and the target is restrained and all enemies have concleament from the target (save ends both). Effect: You can slide any of your allies in the burst Charisma modifier squares, and you and each ally you slide gains temp hp equal to your Charisma modifier + your level.

Sharkoid Jaws with feet and lungs. Mutant Type: Dexterity; Bio; +2 to Bio overcharge. Skill Bonus (Level 1): You gain a +4 to Nature checks Aquatic (Level 1): You can breathe underwater, and while underwater you gain a +1 to attack, +2 Reflex. You have a swim speed equal to your speed +2 Sharkoid Critical (Level 2 or 6): When you score a critical hit, you deal 1d10 extra damage and the target is restrained until the end of your next turn. Relentless Bite (Sharkoid Novice) You bite your victim, restraining them, making it helpless to your ongoing attacks. At-Will • Bio, Physical Standard Action Melee 1 Target: One creature Attack: Dexterity + your level +2 vs. AC Hit: 2d6 + Dexterity modifier + twice your level physical damage, and the target is restrained (save ends). If you move to a square that is not adjacent to the target, the target is no longer restrained. Wound Healing (Sharkoid Utility) Sharks' wounds heal remarkably quickly Encounter • Bio, Healing Immediate Reaction Personal Trigger: You are bloodied Effect: At the start of every other turn you regain 5 hit points, until you are no longer bloodied. Bite, Chew, and Swallow (Sharkoid Expert) Sharks just want to have lunch. At-Will • Bio, Physical Standard Action Melee 1 Target: One restrained creature Attack: Dexterity + your level vs. AC Hit: 2d12 + Dexterity modifier + twice your level physical damage

Siren Your voice is your glory, a matchless instrument able to span the range of pitch, timbre, resonance, and volume. Did we mention that most of your siblings are deaf? Mutant Type: Constitution; Bio; +2 to bio overcharge. Skill Bonus (Level 1): You gain a +4 to Interaction checks Defense Bonus (Level 1): You gain a +2 to your Will defense. Mimicry (Level 1): You can perfectly mimic any sound you hear. With speaking voices, you can generally say whatever you want in a convincing impression of another's voice, but other sounds, especially mechanical ones, you can only mimic exactly. You can mimic attacks that deal sonic damage, but the result is the same as your novice power below. Siren Critical (Level 2 or 6): When you score a critical hit, you deal an extra 1d10 damage and your target is deafened (save ends). Sonic (Siren Novice) You create a blast of sound that punches into your enemies like a giant's hand scraping it's fingernails on a giant's chalkboard. At-Will • Bio, Sonic Standard Action Close blast 3 Target: Each creature in blast Attack: Constitution + your level vs. Fortitude Hit: 1d8 + Constitution modifier + your level sonic damage, and the target is pushed 1 square and deafened until the start of your next turn. Siren Song (Siren Utility) Yes, your voice really can sound nice, too. Encounter • Bio, Charm Minor Action Personal Effect: You create an aura of pleasant, invigorating song that persists until the end of your next turn, or until you are rendered helpless or use an attack with the sonic keyword. Allies within 3 squares of you who start their turn in the aura gain temporary hp equal to your Charisma onus plus half your level. If an ally ends their turn in the aura, they also gain a bonus to a defense of their choice, equal to your constitution bonus. Sustain (Minor): The aura persists. Silent Scream (Siren Expert) Like light, sound is a wave. Just as light can be focused into a laser, sound can be focused to deadly effect. Encounter • Bio, Sonic Standard Action Ranged 10 Target: One creature Attack: Constitution + your level vs. Reflex Hit: 3d8 + Constitution modifier + twice your level damage, and the target is dazed (save ends). Special: The attack ignores cover provided by solid objects, including blocking terrain, but not energy fields.

Solar You have learned to harness the unchecked power of the sun.You are the ray of sunshine on a cloudy day, the kind that incinerates anything it falls upon. You always try to bring some joy but can take it too far. Mutant Type: Strength; Dark; +2 to dark overcharge. Skill Bonus (Level 1): You gain a +4 to Nature checks Defense Bonus (Level 1): You gain Resist 10 fire. Sunny Side Up (Level 1): You have +2 to save against being dazed or blinded. Solar Critical (Level 2 or 6): When you score a critical hit, you deal an extra 1d10 damage and all allies adjacent to you gain resist 5 fire until the end of your next turn. Sun Stare (Solar Novice) You launch two beams of white hot solar energy at your target. At-Will • Dark, Fire Standard Action Ranged 20 Target: One creature Attack: Strength + your level vs. Reflex Hit: 1d10 + Strength modifier + twice your level damage, and the target is dazed until the end of your next turn. Bright Out (Solar Utility) You flare out your radiance to sear your enemies' eyes.. Encounter • Dark Minor Action Close Burst 2 Effect: All enemies in burst are blinded until the end of your next turn. Solar Winds (Solar Expert) You let loose a blast of charged particles and immolating heat. Encounter • Dark, Fire, Radiation Standard Action Close burst 3 Target: Each creature in burst Attack: Strength + your level vs. Reflex Hit: 2d10 + Strength modifier + twice your level fire and radiation damage, and the target is knocked prone.

Squamous You defy form and function on such a horrifying level that your mere presence portends the downfall of your enemies. Mutant Type: Charisma; Psi; +2 to psi overcharge. Skill Bonus (Level 1): Gain a +4 to Conspiracy checks. Mind of the Aeons (Level 1): Gain a +2 to Will. Biliferous Form (Level 1): You have a -4 penalty to interaction checks. During the first round of combat, any enemy that can see you is weakened until the end of their turn. Squamous Critical (Level 2 or 6): When you score a critical hit, the target takes ongoing 10 psychic damage (save ends) Icky Ichor (Squamous Novice) You douse your enemy in a thick, vile slime, composed of otherworldly bodily fluids At-Will • Psi, Psychic Standard Action Melee 1 Target: One creature Attack: Charisma + your level vs. Reflex Hit: 2d6 + Charisma modifier + your level psychic damage, and the target is dazed until the start of your next turn. Painful Ululation (Squamous Utility) You utter an interdimensional scream as you suffer a dire wound. Encounter • Psi, Sonic Immediate Reaction Close burst 5 Trigger: You become bloodied Effect: Each enemy in burst grants combat advantage to the first attack made against it until the start of the its next turn. Gibbous Effluence (Squamous Expert) You take on the partial appearance of an amorphous blob. Encounter • Psi, Psychic Standard Action Melee 1 Effect: You may shift a number of squares equal to your speed. You have phasing for this movement. Target: Each creature in reach during the shift. Attack: Charisma + your level vs. Fortitude Hit: 1d10 + Charisma modifier + your level psychic damage, and the target is immobilized until the start of your next turn. Effect: You are considered insubstantial until the start of your next turn.

Squidling FlavorText Mutant Type: Dexterity; Bio; +2 to bio overcharge. Skill Bonus (Level 1): You gain a +4 to Acrobatics checks Defense Bonus (Level 1): You gain a +2 to your Reflex defense. Extra Limbs (Level 1): You posses many small prehensile tentacles. Even when your primary hands are full, you can manipulate or hold other objects, fire weapons while climbing,and other such tasks. Squidling Critical (Level 2 or 6): When you score a critical hit, you can make a basic attack with an item held in your extra limbs as a free action. Tentacle Slap (Squidling Novice) With a lunge, you stretch out one of your tentacles, slapping a foe at a distance. At-Will • Bio Standard Action Melee 2 Target: One creature Attack: Dexterity + your level +2 vs. AC Hit: 1d8 + Dexterity modifier + twice your level damage. Ink Cloud (Squidling Utility) When threatened you release a disgusting inky miasma to deter your foes. Encounter • Bio, Zone Immediate Reaction Close burst 1 Trigger: You are hit by an attack. Target: All creatures in burst Attack: Dexterity + your level vs. Reflex Hit: 1d6 damage and the target is blinded (save ends). Effect: The burst creates a zone of inky miasma that blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turn there suffer the initial attack. Special: You are immune to this power. Sucker Grab (Squidling Expert) You're all hands Encounter • Bio Standard Action Melee 1 Target: One creature Attack: Dexterity + your level vs. Reflex Hit: 2d10 + Dexterity modifier + your level damage, and the target is restrained (save ends). If you move more than 1 space away from the target, it is no longer restrained.

Tauric You hail from a universe where quadrupeds with humanoid torsos were the dominate body form. Mutant Type: Con; Bio; +2 to bio overcharge. Skill Bonus (Level 1): Gain a +4 to Athletics checks. Defense Bonus (Level 1): Gain a +2 bonus to Fortitude. Built Like A Truck (Level 1): You are treated as being mounted as all times, as if you were riding a mount from the Legion of Gold rules. You gain the benefits of both rider and mount from feats. Tauric Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage, and the target is knocked prone and weakened (save ends both) Kick (Tauric Novice) Flavor Text Needed At-Will • Bio, Physical Standard Action Melee 1 Target: One creature Attack: Constitution + your level vs. Reflex Hit: 1d8 + twice your level physical damage, and the target is knocked prone. Quick Dash (Tauric Utility) Flavor Text Needed Encounter • Bio Minor Action Personal Effect: Until the start of your next turn, your speed increases by two. Trample (Tauric Expert) Flavor Text Needed Encounter • Bio Standard Action Personal Effect: Move your speed. During the move you may pass through enemy squares without provoking attacks of opportunity. You may use the Kick power as a free action against each enemy whose space you enter, but you may only kick each target once.

Teleporter Whether a quirk of birth or through rigorous training, you’ve found yourself with the ability to move yourself across space instantly. Mutant Type: Dexterity; Psi; +2 to psi overcharge. Skill Bonus (Level 1): You gain a +4 to Acrobatics checks Missed Me! (Level 1): When an opponent misses you with an attack that targets reflex, you may teleport 1 square as a free action. Teleporter Critical (Level 2 or 6): When you score a critical hit, you may teleport your speed after the attack as a free action. Teleport Assault (Teleporter Novice) Just because I'm 10 feet away doesn't mean I can't punch you in the face, jerk. At-Will • Psi, Teleport Standard Action Melee weapon Target: One creature Attack: Dexterity + your level + accuracy vs. Reflex Hit: 1[W] + Dexterity modifier + your level damage. Special: You may teleport 3 before or after the assault. Flinch Away (Teleporter Utility) Where'd he go? I thought I had him! Encounter • Psi, Teleport Immediate Interrupt Personal Trigger: You are hit by an attack. Effect: Add +3 to all defenses for this attack. If this causes the triggering attack to miss, you may teleport half your speed as a free action. Abduction (Teleporter Expert) I think you need a time out. Go sit in the corner. Encounter • Psi, Teleport Minor Action Melee 1 Effect: You may teleport your speed before making the attack. Target: One creature Attack: Dexterity + your level vs. Reflex Hit: Dexterity modifier physical damage, and the target is teleported your speed. You may teleport to a square adjacent to the target.

Toxin Your body is a cocktail of every poison known or unknown to man. Your body produces various toxins, both liquid and gaseous making you a hazard to every living thing. You tend to be not very physical because of your condition, and you put some weak poison in your food because you say it adds flavor. Just don’t share with others. Mutant Type: Intelligence; Bio; +2 to bio overcharge. Skill Bonus (Level 1): You gain a +4 to Science checks Antivenom (Level 1): You have Resist 15 Poison. Slick Skin (Level 1): You have a +2 bonus to saves against being restrained. Toxin Critical (Level 2 or 6): When you score a critical hit, you inflict 1d6 ongoing damage (save ends.) Sludge Puke (Toxin Novice) You bleach out a wad of toxic gunk at an enemy. At-Will • Bio, Poison Standard Action Ranged 2 Target: One creature Attack: Intelligence + your level vs. Fortitude Hit: 1d8 + Intelligence modifier + your level poison damage and the target takes ongoing 5 poison (save ends). Gas Attack (Toxin Utility) You exhale a cloud of poison fumes over an area. Encounter • Bio, Poison, Zone Minor Action Close blast 3 Effect: The blast creates a zone of poison gas that lasts until the end of your next turn. Creatures starting their turn in the cloud or entering one of its squares takes 5 poison damage. Lethal Dose (Toxin Expert) Your touch injects five deadly poisons into an enemies' body. Encounter • Bio, Poison Standard Action Melee 1 Target: One creature Attack: Intelligence + your level vs. Fortitude Hit: 2d8 + Intelligence modifier + twice your level poison damage, and the target takes ongoing 10 poison (save ends).

Two-Headed Two heads are better than one, especially when they manage to get along. Your extra head makes you more resistant to attacks against your mind, and lets you focus on multiple enemies at once. Mutant Type: Constitution; Bio; +2 to bio overcharge. Skill Bonus (Level 1): Gain a +4 to Perception checks. Redundant Brains (Level 1): You gain a +5 bonus to saving throws to end stunned or dazed. Look Both Ways (Level 1): You do not grant combat advantage when flanked. Two-Headed Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage, and you or an ally within 5 squares of you gains a bonus to attack rolls until the end of their next turn. Double Headbutt (Two-Headed Novice) When you have two hammers, everything looks even more like a nail. At-Will • Bio, Physical Standard Action Melee 1 Target: One creature Attack: Constitution + your level vs. Fortitude, two attacks. Hit (one attack): 1d6 + Constitution modifier + twice your level physical damage. Hit (two attacks): 2d6 + Constitution modifier + twice your level physical damage, and the target can't make opportunity attacks until the start of your next turn. Pay Attention! (Two-Headed Utility) One of your heads shouts at the other, causing you to shake off the effects of that last blow. Encounter • Bio Immediate Interrupt Personal Trigger: You become dazed, dominated, or stunned. Effect: You are no longer affected by the triggering condition. Didn't Think I Was Looking? (Hoofed Expert) Your two heads work in unison to unleash a pair of attacks. Encounter • Bio, Physical, Weapon Immediate Interrupt Melee weapon Trigger: An opponent makes a melee attack against you. Target: Triggering creature Attack: Constitution + your level + accuracy vs. Reflex Hit: 2[W] + Constitution modifier + twice your level damage. Effect: You gain a +2 power bonus to all defenses against the triggering attack.

Tyrannosaur You're living proof that the dinosaurs didn't go extinct . . . well, at least not in every version of the universe. As a tyrannosaur, your are a dangerous predator whose greatest weapon is a deadly bite attack. Your only weakness is your cold-blooded nature – watch out for sudden snowstorms and cold rays. Mutant Type: Strength; Bio; +2 to bio overcharge. Skill Bonus (Level 1): You gain a +4 to Nature checks Defense Bonus (Level 1): You gain a +1 to your AC and Fortitude. Cold-Blooded (Level 1): Whenever you take cold damage, you become slowed until the end of your next turn. Tyrannosaur Critical (Level 2 or 6): When you score a critical hit, you deal an extra 1d10 damage, and the target is dazed until the end of your next turn. Chomp (Tyrannosaur Novice) You take a huge bite out of your foe and leave a gaping wound. At-Will • Bio, Physical Standard Action Melee 1 Target: One creature Attack: Strength + your level +2 vs. AC Hit: 1d8 + Strength modifier + twice your level physical damage, and the target takes ongoing 5 physical damage (save ends). Predatory Instincts (Tyrannosaur Utility) The scent of blood kicks you into overdrive Encounter • Bio Immediate Reaction Personal Trigger: An enemy within 5 squares of you takes damage. Effect: You shift up to 5 squares to a square adjacent to the triggering enemy and get a +2 power bonus to attack and damage rolls until the end of your next turn. Carnivorous Strike (Tyrannosaur Expert) You unleash all of your fury against your foe in hopes of turning it into a tasty snack. Encounter • Bio, Physical Standard Action Melee 1 Target: One creature Attack: Strength + your level +2 vs. AC Hit: 3d8 + Strength modifier + twice your level physical damage, and you regain hit points equal to 5 + your level. If the target is reduced to 0 hit points, then you regain an additional 5 hit points.

Undead You were dead. But then, whether by lazarus virus, or detroid cyber police force program, or because of the Worcester Sauce inadvisedly used for your embalming fluid, you got better. Are you bitter that you'll never leaf a normal life, or chuffed because you dont have to pay taxes and anything that doesnt pulp the head is just a flesh wound? Mutant Type: Constitution; Dark; +2 to dark overcharge. Skill Bonus (Level 1): Gain a +4 to Athletics checks. Can't Hit What Ain't There (Level 1): Gain a +2 to Will. Un-Un-Undead (Level 1): They want to make you un-undead, making you just dead. Well too bad. When you pass a death save, you regain hit points equal to your level. Undead Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage, and the target cannot attack you until the end of your next turn. Nom Nom Nom (Undead Novice) It's weird. You don't need food, but you've always got the munchies. At-Will • Dark, Physical Standard Action Melee 1 Target: One creature Attack: Charisma + your level vs. Reflex Hit: Your level physical damage, and the target is restrained until the end of your next turn, or until you move away, whichever happens first. You gain 5 temporary hit points. Special: While you are at 0 hit points or fewer, you may use this power once per round on your turn as a non-action. If you hit when using Nom Nom Nom this way, you also gain 1 hit point in addition to the normal effects. Play Dead (Undead Utility) For some reason, its easy for you to pass as a corpse. They get a hell of a surprise when they find out you aren't. Encounter • Dark, Stance Immediate Reaction Personal Trigger: You take damage. Effect: You drop prone as a free action. You cannot move, attack, or be attacked until you end the stance as a minor action or an enemy sees through your deception. Area attacks can still hit you. As a minor action, an adjacent enemy may make a Wisdom attack against your Will. If it succeeds, the stance ends. If they fail, you may stand as a free action and make a basic melee attack against the enemy. You have combat advantage for the attack. He's Right Behind You! (Undead Expert) Why do people find it so hard to tell if you're dead, or just sleeping? Encounter • Undead, Teleportation, Weapon Standard Action Melee 10 Target: One creature Effect: Before the attack, teleport adjacent to the target, ignoring line of sight. Attack: Constitution + your level + accuracy vs. Fortitude Hit: 3[W] + Constitution modifier + your level damage, and you gain 10 temporary hit points. Effect: You are considered insubstantial until the start of your next turn. Special: While you are at 0 hit points or fewer, you may use this power as a non-action.

Vampire Excuse me, but I'm a ****-mothering vampire! I killed a lot of people to get this title. I deserve to be called such. - Alucard, Hellsing Ultimate Abridged. Mutant Type: Strength; Dark; +2 to dark overcharge. Skill Bonus (Level 1): You gain a +4 to Conspiracy checks Regeneration (Level 1): You have regeneration 1. Ancestral Phobia (Level 1): Whenever you take fire, radiation, or radiant damage, make a saving throw. If you fail, you become dazed until the end of your next turn. Vampire Critical (Level 2 or 6): When you score a critical hit, the target is dominated until the end of its next turn. Blood Drain (Vampire Novice) Flavor Text Needed At-Will • Dark, Necrotic Standard Action Melee touch Target: One creature Attack: Strength + your level +2 vs. AC Hit: 1d4 + Strength modifier + your level necrotic damage, and you regain hit points equal to your level. Mist Form (Vampire Utility) Flavor Text Needed. Encounter • Dark, Polymorph Minor Action Personal Effect: You take the form of a dense mist until the end of your next turn or until you dismiss the effect as a minor action. While in mist form, you are insubstantial, cannot make attacks, gain a fly speed equal to your speed, and do not provoke attacks of opportunity from moving. You can pass through openings of any size. Vampire Spawn (Vampire Expert) Flavor Text Needed Encounter • Dark, Necrotic Free Action Melee touch Trigger: You reduce a creature to 0 hit points or less with Blood Drain Target: Triggering creature Effect: The target becomes a vampire spawn under your control. It has your ability and skill modifiers, and your defenses. It has 1 hp and takes no damage from a missed attack. When you take a move action, you can move it your speed. As a standard action, you may have it make a melee or ranged basic attack. All your vampire spawn crumble to dust when you take an extended rest.

Weather Witch You are in tune with the primal forces of wind and storm - or psychically sensitive to meteorological phenomena. Whatever, you can make it rain, which is worth some serious scratch in a drought. Mutant Type: Intelligence; Psi; +2 to psi overcharge. Skill Bonus (Level 1): You gain a +4 to Nature checks Defense Bonus (Level 1): You gain a +2 to your Fortitude defense. Weather-Wise (Level 1): You always know what the weather will be like over the next few hours or days. Minor weather effects always seem to break your way, you don't get very wet when you go out in the rain, and always seem to be upwind of anyone you sneak up on. You gain a +2 bonus to stealth, perception, and saving throws when you are outdoors. Weather Witch Critical (Level 2 or 6): When you score a critical hit, you deal an extra 1d10 damage and you push the target 1 square and knock it prone. Sudden Gust (Weather Witch Novice) You conjure a wall of wind capable of knocking about light, unsecured objects - like pickup trucks. At-Will • Psi, Physical Standard Action Close blast 5 Target: Each creature in blast Attack: Intelligence + your level vs. Reflex Hit: 1d6 + Intelligence modifier + your level physical damage, and you push the target 3 squares. You cannot push a target size large or larger unless all of its space is within the blast. Precipitation (Weather Witch Utility) Better get out the umbrellas. Encounter • Psi Standard Action Close burst 3 Effect: You wring moisture out of the air, causing precipitation appropriate to the prevailing conditions: rain on a spring day, oppressive humidity in summer, fog, snow, hail or sleet in winter, etc. Indoors, you create a dank mist that causes water to bead on exposed surfaces. You create a zone in the area of the Burst. Any creature (or object or anything else) in the zone has concealment and resist 10 Fire. Less dramatic precipitation can also occur for miles around. Tornado (Weather Witch Expert) Where did that trailer park come from? Encounter • Psi, Physical Standard Action Area burst 2 within 20 Target: Each creature in burst Attack: Intelligence + your level vs. Reflex Hit: 3d6 + Intelligence modifier + twice your level damage, and you slide the target 3 squares and knock it prone. Miss: 1d6 + Intelligence modifier + your level physical damage, and the target is knocked prone.

Wolfen You are a sentient, occasionally humanoid, canine - the sort of thing that might spark legends of a werewolf. But are you a wolf mutated to seem more human, or a human mutated to seem more lupine? Hey, it's an important question - it has a bearing on who we have for dinner. Mutant Type: Constitution; Bio; +2 to bio overcharge. Lupine Senses (Level 1): You gain a +4 to Perception checks and can identify/track individuals by scent. Defense Bonus (Level 1): You gain a +2 to your Reflex defense. Pack Mentality (Level 1): You can communicate wordlessly with your allies, and instinctively use cooperative tactics. When you and an ally are adjacent to the same enemy, you are considered flanking. Wolfen Critical (Level 2 or 6): When you score a critical hit, you deal an extra 1d10 damage and you or an ally adjacent to the target may shift 2 as a free action. Drag Down the Prey (Wolfen Novice) 'Prey' is relative, of course... and sometimes relatives are prey. At-Will • Bio Standard Action Melee 1 Target: One creature Attack: Constitution + your level +2 vs. AC Hit: 2d4 + Constitution modifier + your level damage, and the target is knocked prone. If the target is already prone, you inflict an extra 2d6 damage. Dual Nature (Wolfen Utility) You bring forth the beast (or man) that dwells within you. Encounter • Bio Immediate Reaction Personal Trigger: You discard one or more readied mutations. Effect: Until you use this power again, you become humanoid or canine. Canine: Your Drag Down The Prey power's damage increases to 2d8, and your speed increases by 2. You cannot use weapons, but can still wear armor if you have some appropriate to your new form. You cannot speak, or perform delicate tasks that require, well, thumbs. Humanoid: Your Drag Down The Prey power becomes a weapon power, dealing 1[W] instead of 2d4, and you lose the benefit of your Lupine Senses trait. However, you gain a +4 to Interaction checks and a +2 to Omega Charge checks. Call of the Wild (Wolfen Expert) You throw back your head and howl like a .. well, like a wolf, of course. Encounter • Bio, Sonic, Psychic, Fear, Charm Standard Action Close burst 3 Target: Each enemy in burst Effect: You pull each ally who is not in the burst 3 squares. Attack: Constitution + your level vs. Will Hit: 2d6 + Constitution modifier + twice your level sonic and psychic damage, and you push the target up to the 3 squares. The target takes a -2 penalty to attack rolls (save ends). Miss: 1d6 + Constitution modifier + your level sonic damage. Effect: Each ally in burst may make a saving throw.

Special Rules Here you can find rules for non-standard terms or any special features of powers that aren't normally covered by the Gamma World Rules. This includes things like Charge attacks, and Theta Terrain. If you come across a rules item that is not defined in Gamma World and not included here, please notify us on the forums so it may be corrected.

Charge: A kind of attack. Charging an opponent is a standard action where you move up to your speed and make a basic melee attack against the target. Radiant: Damage keyword for light- or holy- based energy powers. Sometimes interchangeable with Laser at your DM's option. Refresh: Once a power is expended, it can't be used again for that encounter if it is an encounter or alpha power. When an effect allows you to refresh a power, choose an expended power of the type specified by the effect: that power becomes unexpended, and may be used again that encounter. If no type is specified, you may choose any non-AtWill power that has already been used. Regeneration: If you have more than 0hp at the start of your turn, you regain the specified number of hit points. You do not regain hit points if you are at 0 or below, and you cannot gain more than your normal maximum hit points. Theta Flux Zone: Similar to a Gamma Flux Zone, a Theta Flux Zone is a region of Gamma Terra where the worldlines still fluctuate. Within a Theta Flux Zone, creatures are safe from Alpha flux but the terrain is malleable and reacts to their presence. The following triggered action applies whenever any creature is within a Theta Flux Zone: Theta Flux Event * At-Will Trigger: A creature rolls a natural 1 on any d20 check while within a Theta Flux Zone. Effect (Opportunity Action): Each unoccupied space adjacent to the triggering creature (including blocking terrain) experiences Theta Flux until the end of the triggering creature's next turn. Roll 1d8 for the effect: 1 - The squares become normal terrain. 2 - The squares become difficult terrain. 3 - The squares become blocking terrain. 4 - The squares become challenging terrain, requiring a moderate Athletics or Acrobatics check to move through. On a failed check, a creature is slowed until the start of its next. 5 - The squares become hindering terrain that inflicts 5 points of radiation and electricity damage on any creature entering it or starting their turn within it.

6 - The squares become lightly obscured. 7 - The squares become heavily obscured. 8 - The squares become a time-space fracture (see page 99 of the D&D Gamma World Rulebook). Special: The triggering creature does not experience an Alpha flux event.

Credits & Disclaimer

Gamma World is property of Wizards of the Coast, as is the D&D 4th Edition Rules System. This PDF is an unofficial fan-made compilation of home-brew origins that can be found on the official Gamma World forums. You may of course, tweak things for your game as you see fit, but please do not alter and redistribute the contents of this PDF. PDF Compilation and Editing by Chandrak. Origins: Badu777 - Sharkoid Chandrak – Angelic, Arcanist, Demonic, Gamma, Goatfolk, Illusionist, Mutating, Squidling, Teleporter, Pistol Shrimp ConanOrigamiUser – Goo Doctor Comics – Amphibian Dudesock – Acidic, Aquatic, Avatar, Canine, Cosmic, Cydonian, Dimensional, Esper, Extraterrestrial, Hoofed, Horned, Inspiring, Miniature, Prehistoric Faustian Penguin – Squamous Frostden – Undead (Also known as Zombie) GlimmTheGnome – Two-Headed Tony_Vargas – Anneloid, Clone, Scorpionoid, Serpentine, Awakened, Darkling, Mind-Deceiver, Photokinetic, Saurian, Siren, Weather Witch, Wolfen

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