Editing Cuddlesaurus and the Jellybean of Destiny! He-Who-Hits

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(Encounter, Minor Action)Gain +2 power bonus to Conspiracy checks until end of encounter. In addition, roll a d20. You can add the result to one Conspiracy check you make before the end of the encounter.
 
(Encounter, Minor Action)Gain +2 power bonus to Conspiracy checks until end of encounter. In addition, roll a d20. You can add the result to one Conspiracy check you make before the end of the encounter.
  
Black Ray Gun (Area 52) Weapon, 1-hand Ranged<br>
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Grav Mortar (Area 52): Weapon, 2-hand Ranged<br>
Power (Encounter, Necrotic, Standard Action, Ranged 10, One creature<br>
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Power (Encounter, Physical, Standard Action, Area Burst 2 within 20, Each creature within burst<br>
Attack: Level + 6 vs. Will<br>
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Attack: Level + 6 vs. Fort<br>
Hit: 4d8+Wis mod+twice your level necrotic damage, and the target falls unconscious (save ends). The unconsciousness also ends if the target takes damage<br>
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Hit: 2d8+Con mod+twice your level physical damage, and the target is knocked prone and immobilized (save ends).<br>
Salvage 8: An 8th-level character can salvage a Black Ray Gun. It becomes a light 1-handed ranged (10) weapon: Dex/Int, +3 accuracy, targets Will, 2d8 necrotic damage, and ongoing 5 necrotic damage (save ends).
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Miss: Half damage, and the target is slowed (save ends)<br>
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Salvage 8: An 8th-level character can salvage a Grav Mortar. It becomes a heavy 2-handed ranged (15) weapon: Str/Con, +2 accuracy, 3d8 physical damage, and you knock the target prone.
  
 
Thunder Grip (Area 52): Weapon: 1-hand ranged;<br>
 
Thunder Grip (Area 52): Weapon: 1-hand ranged;<br>
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'''Alpha Mutations:'''
 
'''Alpha Mutations:'''
  
Kinetic Absorption (Dark, Healing) Immediate Interrupt, Personal<br>
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Proboscis (Bio, Healing, Physical) Minor Action Melee 1; Target: One creature granting you combat advantage<br>
Trigger: You take physical damage<br>
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Attack: level + 5 vs AC<br>
Effect: Instead of taking the triggering damage, you regain hit points equal to the triggering damage.<br>
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Hit: 1d6 physical damage, and you regain hit points equal to your level<br>
Overcharge: 10+: You gain a bonus to the next melee attack roll you make before the end of your next turn equal to the triggering damage.; 9 or less: You absorb too much energy from the triggering damage and also take ongoing 10 damage (save ends).
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Effect: You can use this power each turn while this card is readied<br>
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Overcharge: When you start your turn, you can roll a d20; 10+: If you hit with this power, you regain hit points equal to twice your level instead; 9 or less: Your proboscis gets in your way. You take a -2 penalty to attack rolls (save ends).

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