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| ====Omega Deck==== | | ====Omega Deck==== |
− | 1. The Patch II (O; C; Area 52) When you slap this metallic dsic into the back of your hand, tiny medicinal machines flood your bloodstream.; Power: Consumable Healing.; Minor Action; Personal; Effect: You regain hit points equal to 2d6 + your bloodied value
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− | 2. Hypno-Ray (O; C; Area 52) You did NOT see a blue walrus-man stealing the data disks. It was definitely Venus and swamp gas. Weapon: 1-handed ranged; Power: Encounter; Standard Action Close Blast 5; Target: Each creature in blast; Attack: Level + 6 vs Will; Hit: The target is stunned (save ends). Until the end of the encounter, the target is susceptible to suggestion, and anyone making an Interaction check against the target gains a +10 power bonus to the check.
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− | 3. Inertial Armor (O; C; Area 52) This grey bodysuit protects you from harm. When an attack strikes you, the suit transforms the energy of the attack into potential extra movement. Armor: Light; Property: You gain a +3 armor bonus to AC and a +1 armor bonus to Reflex.; Power: Encounter; Immediate Interrupt, Personal; Trigger: You take damage from an attack; Effect: You instead take no damage from the triggering attack, and you can shift 1 square.; Salvage 2: A 2nd-level charter can salvage the inertial armor. It becomes light armor: +3 armor bonus to AC; +1 armor bonus to Reflex.
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− | 4. Mass Pistol (O; C; Area 52) The barrel of this small pistol ends in a small metal sphere with no bore. It generates “knuckles” of gravity distortion in the target. Weapon: 1-hand ranged; Power: Encounter Physical; Standard Action, Ranged 10; Target: One creature; Attack: Level + 6 vs. Fortitude; Hit: 3d6 physical damage, and the target is slowed until the end of your next turn.; Salvage 3: A 3rd-level character can salvage the mass pistol. It becomes a light 1-hand ranged 10 weapon: Dex/Int; +3 accuracy; 2d6 physical damage, and the target is slowed until the end of your next turn.
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− | 5. Mindbore Orbiter (O; C; Area 52) As this tiny silver drone circles your head, it continually yammers on about what those around you are thinking. It can get pretty annoying. Head; Power: Encounter Psychic; Standard Action, Ranged 20; Target: One creature; Attack: Level + 6 vs. Will; Hit: 4d6 + Intelligence modifier + twice your level psychic damage.; Salvage 4: A 4th-level character can salvage the mindbore orbiter. It becomes a head item with the following property: You can communicate telepathically with any creature within 5 squares of you.
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− | 6. Duralloy Shield (O; C; Ishtar) The Ancients formed duralloy into wondrous shapes. One good use you've found for it is to keep angry mutants from beating on your head. Arms; Power: Encounter; Immediate Interrupt Personal; Trigger: You are hit by an attack; Effect: You gain a +2 power bonus to all defenses until the start of your next turn. In addition, until the end of the encounter, you gain a +2 shield bonus to AC and Reflex.; Salvage 2: A 2nd-level character can salvage the duralloy shield. It becomes a shield: +1 shield bonus to AC; +2 shield bonus to reflex.
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− | 7. Laser Whip (O; C; Xi) This long, flexible whip is formed from a bam of ruby light. Weapon: 1-handed melee; Power: Encounter * Laser; Standard Action Melee 5; Target: One creature; Attack: Level + 6 vs Reflex; Hit: 3d10 + Dexterity modifier + twice your level laser damage. In addition, you knock the target prone and pull it 2 squares.; Salvage 4: A 4th-level character can salvage the laser whip. It becomes a light 1-hand melee 2 weapon: Dex/Int; +3 accuracy; 2d6 laser damage.
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− | 8. Meltdown Orbiter (O; C; Area 52) This drone constantly morphs as it circles your head. At your command, it fires a pulse of flesh-shredding radiation at your foes. Head; Property: You gain a +2 bonus to attack rolls with radiation attacks; Power: Encounter, Radiation; Standard Action, Close Blast 5; Target: Each creature in blast; Attack: Level + 6 vs. Fortitude; Hit: 4d8 + Intelligence modifier + twice your level radiation damage; Salvage 6: A 6th level character can salvage the meltdown orbiter. It becomes a head item with the following property: You gain a +2 bonus to damage rolls with radiation attacks.
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− | 9. Servo-Assist Armor (O; U; Ishtar) This form-fitting armor jerks you out of harm's way. Occasionally, it will jerk you around for no reason, usually when you're holding a drink. Armor: Light; Power: Encounter; 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.; Salvage 4: A 4th-level character can salvage the servo-assist armor. It becomes light armor: +4 armor bonus to AC; +1 bonus to speed.
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− | 10. Chameleon Shield (O; U; Area 52) This shield’s surface changes color and texture to blend with its surroundings. Arms; Power: Encounter; Minor Action, Personal; Effect: You become invisible until the end of your next turn. In addition, you gain a +5 power bonus to Stealth checks until the end of the encounter.
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− | 11. Mini Tank (O; R; Area 52) It even has a cannon! HP 200, Space 2 by 4 squares; AC 22, Other Defenses 20; Speed 6; Driver and Gunner: A driver and gunner each occupies 1 square of the mini tank’s space and must have both hands free to move it or use its power. As a standard action, a gunner can recharge the tank’s power (reload) with a DC 16 Mechanics check.; Load: 5 Medium creatures; 600 lbs of gear.; Power: Encounter Physical; Standard Action, Area Burst 1 within 20; Target: Each creature in burst; Attack: Level + 8 vs. AC; Hit: 3d8 + Intelligence modifier + your level physical damage.; Salvage 4: A 4th-level character can salvage the minitank. It becomes a vehicle as above, but has no attack power.
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