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Zeitgeist: The Gears of Revolution/Rosalia
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===Encounter Powers=== * '''(_)(_)''' Majestic Word (minor, healing) ** Close burst 10 (me or an ally). ** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP. * '''(_)''' Words of Friendship (minor, charm) ** I gain a +5 power bonus to the next Diplomacy check I make. * '''(_)''' Docker's Jank (standard, teleportation) ** Close Burst 5. ** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls. * '''(_)''' Shout of Triumph (standard, implement, thunder) ** Close Blast 3 (enemies in blast); +17 vs. Fortitude. ** Hit: 1d6+8 thunder and push 4. ** Effect: Slide 4 on each ally in blast. * '''(_)''' Impelling Force (standard, implement, force) ** Ranged 10; +17 vs. Fortitude ** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally. * '''(_)''' Scorpion's Claw Strike (standard, weapon, psychic) ** Melee 1 (one creature): +21 vs. AC ** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn. ** Miss: 5 damage. * '''(_)''' Inspire Competence (utility) ** Close burst 5 (me and each ally in burst). ** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill. * '''(_)''' Revitalizing Incantation (minor, healing) ** Ranged 5 (me or an ally) ** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value. * '''(_)''' Healing Infusion: Resistive Formula (minor) ** Close Burst 5 (me or an ally) ** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod). * '''(_)''' Mantle of Unity ** Close Burst 5 (me and each ally in burst) ** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of all the targets. * '''(_)''' Weapon Display (standard, weapon, psychic) ** Melee 1 (one creature); +21 vs. AC ** Effect: The target grants combat advantage to me for this attack. ** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn. ** Miss: The target is marked until the end of my next turn, and I regain the use of this power. * '''(_)''' Defensive Posture ** Move Action ** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn. * '''(_)''' Insult of Passivity (fear, implement, psychic) ** Ranged 10 (one creature); +18 vc. Will ** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.
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