+1 bonus to Fortitude, Reflex, and Will (Mythic), +1 bonus to AC and Reflex; Resist 10 laser. (Photonic)
You stick your finger insides a piece of discharged equipment and try to make it work again.
Encounter ♦ Dark, Electricity No Action ♦ Personal
You use a piece of Omega Tech.
You can use the Omega Tech card one additional time during the encounter. Do not roll to see if the Omega Tech burns out after the triggering use.
When you use this power, you can roll a d20.
You can use this power a second time while this power is readied.
9 or less:
You experience power overload and you and each creature adjacent to you takes 2d10 electricity damage.
Robes, 9 iron, explorer's kit, night vision goggles, large unreadable foreign-language book (Unendlicher Spaß), magnifying glass, steel yo-yo
Mythic Charisma; Psi; +2 to psi overcharge; +4 bonus to Interaction checks; +1 bonus to Fortitude, Reflex, and Will; When you are dying, you don't fall unconscious until you have failed one death saving throw.
Photonic Intelligence; Dark; +2 to dark overcharge; +4 bonus to Science checks; +1 bonus to AC and Reflex; Resist 10 laser.
Pending (Level 4)
When you activate this handheld computer, a little man in a black coat appears on the screen to answer your questions.
Encounter Minor Action
You gain a +2 power bonus to Conspiracy checks until the end of the encounter. In addition, roll a d20. You can add the result to one Conspiracy check you make before the end of the encounter.
Your astonishing strike against a foe fills your allies with hope and zeal.
At-Will ♦ Physical, Psi, Weapon Standard Action ♦ Melee or Ranged weapon
Charisma + your level + weapon accuracy vs. AC
1[W] + Charisma modifier + your level physical damage, and one ally
within 5 squares of you gains either a +2 bonus to saving throws until the
start of your next turn or 5 temporary hit points.
You create a pair of photonic blades, hurl one at your foe, and then shape the other into a whirling shield to protect a friend.
At-Will ♦ Dark, Force Standard Action ♦ Ranged 10
Intelligence + your level vs. Reflex
1d10 + Intelligence modifier + twice your level force damage, and you push the
target 2 squares. Then, choose one ally within 3 squares of the target. That ally gains
a +2 power bonus to all defenses until the start of your next turn.