Mutation combos for Level 7 Doppelgangers

Post/Author/DateTimePost
#1

Alter_Boy

Dec 05, 2010 17:02:41
I've been thinking what a Level 7 Doppelganger can do with a constructed 7 cards deck.

At level 7, you get 3 alpha mutations. Whenever a Doppelganger would get an Alpha Mutation, it instead looks at the Top 2, chooses one, and puts the other on the bottom of the deck. Assuming a 7 card deck, you'll be looking through 6/7ths of your deck on the first encounter. With 3 pairs of uber mutations and one singleton, it seems pretty easy to set up some nasty combinations.

Can anyone name some Mutation combos that would work well together? Preferably 2 card combo, but if you can dream up some 3 card combos, I'd love to hear them!

Example: Radio Head, Teleportation, and Shadow Person. Teleport a mile into the Porker settlement, act like a Porker with Shadow Person, and communicate back to your allies with Radio Head.
#2

sirkaikillah

Dec 05, 2010 17:23:34
..,
Example: Radio Head, Teleportation, and Shadow Person. Teleport a mile into the Porker settlement, act like a Porker with Shadow Person, and communicate back to your allies with Radio Head.



Combo for the win.  I haven't had much time to think about it.  But good idea for a thread. 
#3

mysticbelmont

Dec 06, 2010 21:37:22
I thought the minimum deck was 8 cards?
#4

Chandrak

Dec 07, 2010 11:55:41
Personally, anything that grants a speed boost, plus that thing that lets you attack 3 different targets. Teleport is also good.
#5

Alter_Boy

Dec 11, 2010 11:30:55
Well, since no-one else is ponying up, here's some of my combos.

Adrenal Rage & Multiattack & Extra Arm. Get a +2 bonus to attacks and +5 to damage on melee attacks. Attack 1/round as a minor action. Use Multiattack to attack 3 times, twice if you overcharge.

Feelers & Infravision & Sensitive Nose. In addition to a huge Perception bonus, you gain Darkvision and Tremorsense 2 (even through walls).

Metal Body & Fast Healing & Rubbery Skeleton. +1 AC, +15 HP, Resist 5 physical, heal 5 HP each turn.

Aquatic Adaptation & Liquid Bones & Wings. Fly, swim, squeeze through small cracks.

Amnesia Field & Cloud the Mind & Mind Trick. Convince people of the impossible, use Amnesia Field to erase their memories if you fail, and use Cloud the Mind to make them not know you exist if you keep failing.

Accelerated Reflexes & Accelerated Claw & Proboscis. Get two Standard actions on one turn, get +2 to attacks and defenses, and two chances to shift 2+ squares before using a move action. With all those bonuses and moves, you should be able to get flanking for Proboscis.

Healing Roots & Inhabit Corpse & Download Ego. Save yourself from death 2/encounter, and take over a foe the 3rd time you go down.

Redirection & Reflexive Teleport & Psychic Reversal. Throw 3 attacks back to your foes each encounter.

All a Dream & Kinetic Absorption & Phasing. Become resistant to the attacks coming your way.

Death Reading & Object Reading & Super Genius. Be a CSI pro (Horatio glasses must be in Omega Tech deck).

Confusion & Hostility & Mind Switch. Dominate and/or otherwises cause foes to attack each other. 

Empathic Healing & Life Leech & Vampiric Healing. Consistent Healing. 

Forecefield Generation & Polar Aura & Stink Glands. At a distance, throw a giant invisible box on foes. In melee range, slow them, give them -2 to attacks, and deal 10 cold damage to them. 

Phase Strike & Ultrashriek & Narcolepsy. Three stun effects an encounter? Yes please! 

More to come...

I thought the minimum deck was 8 cards?



Page 15: "Each player-created deck must include at least seven cards of the proper type and can't have more than two copies of any specific card."