4e_gamma world cards

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    BENEFIT You develop a strong sense of smell.You gain a 10 power bonus to Perceptionchecks and igno re the 2 penalty for attackingan enemy that has concealment.

    BENEFIT You gain a 1 power bonus to AC andresist 5 cold from your new pelt.

    BENEFIT You ignore difficult terrain and can tbe knocked prone. You can balance on anythingthat will hold your weight, and do not grantcombat advantage while balancing.

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    BENEFIT You can see in darkness and throughfog, smoke, and other obscuring conditions. Youcan also see invis ible creatures or obJects.

    M NOR ACTION PERSONALFF T Until the end of your next turn , you gainresist 20 cold, and whenever a creature startsits turn within squares of you, it takes 10 colddamage and is slowed until the end of its turn.

    NO ACTION PERSONALTRIGGER You use a second wind or start yourturn unconscious

    EFFECT: You regain hit points equal to yourbloodied value. Until the end of your next turn,you are immobilized and ignore forcedmovement effects

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    fREE CTION PERSONALTRIGGERYou start your turnEfFECT You gain a 2 power bonus to attack rollsand to all defenses until the end of your nextturn . In additio n, you shift 3 squares and take a

    standard action.

    IMMEDIATE INTERRUPT PERSONALTRIGGER You take damageEfFECT You gain resist 10 to the damage type ofthe triggering attack while this card is readied.

    / ,BENEfIT Whenever you start your turn and haveat least 1 hit point, you regain 5 hit points . Inaddition , when you take a second wind, youregain 10 additional hit points.

    BEN EFIT You can breathe water, and you gain aSwim speed equal to your speed .

    BENEFIT You can see creatures or objects within2 squares of you that are invisible, obscured,or on the other side of blocking terrain, if thosecreatures are in contact with the ground or a

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    BENEFIT:You gain resist 1 necrotic. In addition,you are immune to ife lee h attacks. When acreature targets you with life l e e c ~ it s t ~ n n e duntil the end of its next turn, and Its hit pOint.total drops to its bloodied value or to 1 hit pOintif it is already bloodied).

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    STANDARD ACTION RANGED 10TARGET: One creatureATTACK: Level + 3 vs. FortitudeHIT: 3dlO + Intelligence modifier + w i ~ e yourlevel psychic damage, and the target S dazed

    .,MINOR ACTION PERSONALEFFECT: You step out of time and are removedfrom play. While you re under this effect,creatures have neither line of sight nor line ofeffect to you, and you have neither line ?f sightnor line of effect to any creature. In additIOn,you can t take any actions except to return totime as an immediate reaction when a creature sturn ends. You reappear in your square, or in thenearest unoccupied square of your choice, andtake your full turn.

    STANDARD ACTION CLOSE BURST 5TARGET: Each creature in burstATTACK: Level + 3 vs. ReflexHIT: The target is blinded until the end of your

    IMMEDIATE INTERRUPT PERSONALTRIGGER: You take physical damageEFFECT: Instead of taking the trigging damage,you regain hit points equal to that damage.

    STANDARD ACTIONTARGET: One creatureATTACK: level + )1/5. Reflex

    MELEE

    HIT: d8 + twice your level psychic damage.. and the target is(emoved from play. While under this enect. the target can't takeany actions and has neither line of sight nor line of effeu to ancreature , and no Cfeature has line of sight or line of effect to H.

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    STANDARD ACTION RANGED 1TARGET: One creatureATTACK: Level + 3 vs. WillHIT: 4d6 + Charisma modif ier + twice your levelpsychic damage, and the targe t is dazed andslowed (save ends both).

    BENEFIT: You gain a +2 power bonus to ACReflex, attack rolls that use intelligence, andConspiracy, Mechanics, and Science checks.You also instantly discern the stupid ideas ofothers (ask the GM if you're not sure). This

    IMMEDIATE INTERRUPT PERSONALTRIGGER: You take psychic damage from anenemy's attack

    EFFECT: The triggering enemy takes that psychicdamage instead. You still suffer any other effectsfrom the triggering attack.

    TARGET: Each creature in burstATTACK: Level + 3 vs. WillHIT:The target forgets all events of the last 5minutes (save ends). (It's not usually helpful togive a hungry bear amnesia, but it can be useful

    PERSONAL OR RANGED 1TARGET: You or one ally (or one Medium object)EFFECT: You move the target vertically up to 5squares. The target remains at that height until

    the end of your next turn.

    STANDARD ACTION RANGED 1TARGET: One creatureATTACK: Level + 3 vs. WillHIT: Choose one creature or square within 10squares of you. During the target's turn, it must

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    MINOR ACTION CLOSE BURST 5TARGET: One creature in burstEFFECT: The target can t see you save ends).While under this effect, the target doesntrealize you exist or notice any of your actions .

    STANDARD ACTION RANGED 1TARGET: One android, robot, computer, orvehicle

    ATTACK: Level 3 vs. WillHIT:You dominate the target save endS).

    MINOR ACTION CLOSE BURSTTARGET: Each enemy in burstATTACK: Level 3 vs. WillHIT:The target can t attack you save ends).

    AREA WALL 2WITHIN 1 SQUARES

    EFFECT: You create an invisible wall of force upto 12 squares long. The wall is up to 4 squares

    STANDARD ACTION RANGEDTARGET: One creatureATTACK: Level 3 vs. WillHIT:The target s confused save ends). While thetarget is under this effect, roll a d6 at the start ofits turn to see what it does:1-2: It doesn t take any actions.3-4: t attacks the nearest creature.5: t moves away from you at full speed.6: t acts normally.

    CLOSE BURST 3TARGET: One ally in burstEFFECT: The target regains hit points equal to 5

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