Custom Origins Compilation

Post/Author/DateTimePost
#1

Chandrak

Oct 17, 2010 9:55:25

Welcome to the Gamma World Community Origins Thread!




Here on the Gamma World forums we have a large, active community of homebrewers. Gamma World as a system is simple and easilly customizable, and its charm lies in its infinite variety. So it was only a matter of time before homebrewed origins began popping up across the forums. Here, you will find a ready-made community of like-minded homebrewers ready to critique your work, talk about rules and balance, and generally help provide the community with a fantastic resource for expanding thier game.

Anyone is welcome to contribute origins, suggest balance changes, or make origin requests of our more prolific homebrewers. All we ask is a willlingness to listen and consider the constructive criticism of others, and to not go around bashing other people's work if you don't like it. Also, as the purose of this is to add variety to the game, please generally avoid posting similar/duplicate origins to ones already in the game, unless there is a major difference in mechanics/emphasis on an aspect of an origin.



So what can I find here?
Well, to start off, if you just want to see our work, near the end of this post will be a link for GoogleDocs where you can download a nice pdf compilation of the best and most balanced of the origins posted here. Currently, that compilation is split into two parts due to word processors not speaking to each other, but that's soon to change in the next week or so.

If it's simply a list you're looking for in case you're just curious or you want to add some origins and aren't sure if they've been done before or not, the second post has a frequently-updated list of every origin posted here on the thread, plus links to origins posted elsewhere. Eventually I'll learn how to make a thread jump to a particular post (if its possible on these forums) so you can jump straight to specific origin, but for now if you want to see an origin, its best to download the alphabetized pdf.

How can I help out?
As stated before, anyone can contribute! Whether its providing constructive criticism, complimenting designers whose work you like, or posting origins of your own, there is no prerequisite for helping out. Origins may simply be posted directly into the thread for all to see and critique, or you can give a link to a blog or wiki post if you run one of your own. We do ask that criticism be limited to rules balance, however - Gamma World means different things to different people, be it silly, serious, wackly, light, dark, whatever, and its silly to criticize other people's tastes in origins. So please, keep criticism constructive and balance-oriented.

If you'd like to offer something else, check the Help Wanted section below.

My origin isn't in the compilation, but I posted it! What gives?
The most likely reason is that I simply havent updated the pdf. Origins don't come pouring in superfast, they tend to come in batches as someone has a few ideas theyve been tossing around related to one subject, so updates have been about a month and half apart, with each update being about twenty origins' worth. One possibility is that (like with Classes) I'm saving up for a themed update so I can add a new section to the pdf. That can take awhile since the vast majority of origins we get are standard rules, as opposed to say, Dr. Comic's setting-based age origins. Which brings up the other possibility - maybe your origin doesn't fit most gamma world games, as it uses special rules or requires a special setting. If there aren't enough to comprise a themed group, it won't get included for awhile.



Help Wanted


1. PDF Layout Help - I could use someone who could make a nicer-looking pdf of the origins, preferably with nice-looking graphics & colors. Right now all that's being dont is a nicely formatted text file exported to pdf. Something like Oraibi's landscape origin sheets, or maybe an optional half-sheet file for people who like to use them would be fantastic. It's a lot of work, and I just don't have the time for doing more than I already do.

2. Origin and Trait Cards - AH_Anarchy has a fantastic set of blank cards for origins available for those who might be Photoshop/Gimp inclined. I have very little skill with Photoshop, and have only a basic understanding of Gimp, so would love to find someone who'd be willing to make cards to go with the Compilation pdf.

3. Flavor Text - Could use someone who's feeling creative and wacky to go through the pdf and make flavor text suggestions: some authors have come up with thier own, but others have not, and a few origins have some flavor text but isnt complete. We dont have any sort of requirement for flavor, but hey, this is Gamma World. . . the sillier the flavor text, the better :P

PDF Downloads


Here can be found any pdfs related to the Community Origins.
The first PDF can be found here on GoogleDocs: tinyurl.com/35seu2j
The second PDF can be found here on GoogleDocs: tinyurl.com/2atd68v
The third composite pdf of 60 origins can be found tinyurl.com/4946nff

Updates


Major Update 03/13/11

Ok, so it took longer than I wanted thanks to family member surguries and a 2-week bout of flu, but the 3rd set of 20 origins is out, and the Class System is under construction. For now, here's a link to the pdf with 60 Origins! LINK Also included is a glossary of 4E rules that got used and arent in the normal Gamma World books. Let me know if you spot a rule that was used but isnt in the pdf.
#2

Chandrak

Oct 17, 2010 9:55:40
This is the list of all origins I'm aware of. For Community and Non-Compiled Origins, you should be able to find the original text posted in this thread somewhere. Otherwise, I'll include a link. Note that some origins in the compilations have been altered for balance from the counterparts posted in the thread. A few origins have been posted more than once as the community suggested revisions (such as undead/zombie)If requested, I can update the lists below to include a short description, assuming I can fit that much text in one post ;)
Gamma World Core Origins

Android, Cockroach, Doppleganger, Electrokinetic, Empath, Felinoid, Giant, Gravity Controller, Hawkoid, Hypercognitive, Mind-Breaker, Mind-Coercer, Plant, Pyrokinetic, Radioactive, Rat Swarm, Seismic, Speedster, Telekinetic, Yeti
Special: Engineered Human
#3

Chandrak

Oct 17, 2010 10:00:08
Here's a few to start off.

Teleporter
Teleporter                                 -- By Chandrak
Whether a quirk of birth or through rigorous training, you’ve found yourself with the ability to move yourself across space instantly.
 
Mutant Type: Dex; Psi; +2 to psi overcharge.
Skill Bonus (Level 1): Gain a +4 to Acrobatics checks.
Missed Me! (Level 1): When an opponent misses you with an attack that targets Reflex, you may teleport 1 square as a free action.
Teleporter Critical (Level 2 or 6): When you score a critical hit, you may teleport your speed after the attack as a free action.

Teleport Assault (Teleporter Novice)
Just because I’m 10 feet away doesn’t mean I can’t punch you in the face, jerk.
At-Will • Psi, Teleport
Standard Action Melee Weapon
Target: One creature
Attack: Dexterity + your level + weapon accuracy vs. Ref
Hit: 1[W]+Dex+level.
Special: You may teleport 3 before or after the assault.

Flinch Away (Teleporter Utility)
Where’d he go? I thought I had him!.
Encounter • Psi, Teleport
Immediate Interrupt Personal
Trigger: You are hit by an attack.
Effect: Add +3 bonus to all defenses for this attack. If this causes the attack to miss, you may teleport half your speed as a free action.

Abduction (Teleporter Expert)
I think you need a time out. Go sit in the corner.
Encounter • Psi, Teleport
Minor Action Melee 1
Target: One creature
Special: You may teleport your speed before making the attack.
Attack: Dexterity + your level vs. Ref
Hit: Dexterity modifier damage, and the target is teleported your speed. You may teleport to a square adjacent to the target.
#4

Chandrak

Oct 17, 2010 15:00:00

Here's a few more. Now there are a few that are fantasy-based (which the current GW lacks, despite being called 'science fantasy').


Illusionist

Illusionist                                   -- By Chandrak
Mutant Type: Intelligence; Dark; +2 to dark overcharge.
Skill Bonus (Level 1): Gain a +4 to Conspiracy checks.
Defense Bonus (Level 1): Gain a +2 to Will.
Hallucinatory Terrain (Level 1): Aura 1: Squares adjacent to you are considered difficult terrain by enemy creatures.
Illusionist Critical (Level 2 or 6): When you score a critical hit, you deal +1d10 damage and the target is dazed until the end of its next turn.
 

Illusory Ambush (Illusionist Novice)
You create an illusion of swirling spectral assailants that swarm over your enemy.
At-Will • Dark, Illusion, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence + your level vs. Will
Hit: 1d8 + Intelligence modifier + your level psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.


Shadow Haze (Illusionist Utility)
With a wave of your hand, darkness swirls about an ally, concealing them from your enemies.
Encounter • Dark, Illusion
Minor Action Ranged 10
Target: You or one ally
Effect: The target gains total concealment until the end of your next turn.


Hypnotic Pattern (Illusionist Expert)
A swirling pattern of colors appears before your foes. Their eyes glaze over as the patter enthralls them and lures them closer.
Encounter • Dark, Illusion
Standard Action Ranged 10
Effect: You conjure a sqirling pattern of colors and lights in an unoccupied square within range that lasts until the end of your next turn. You can use the Hypnotic Patter attack power, using the pattern’s square as the origin.


            Hypnotic Pattern Attack
            At-Will • Dark, Illusion
            Opportunity Action Close Burst 3
            Trigger: An enemy starts its turn within 3 squares of the pattern.
            Target: Triggering enemy in burst.
            Attack: Intelligence + your level vs. Will
            Hit: The target is pulled 3 squares toward the pattern and is slowed until the end of your next turn. It can move into the pattern’s square.
#5

konanorigamiuser

Oct 17, 2010 16:06:48
Goo
Goo                             -- By KonanOrigamiUser
Where others are bizzare mutants, you are a sentient and mobile jello-being dripping your way through life. (Lime Flavoring Optional.)
Mutant Type: Constitution; Bio; +2 to Bio overcharge.
Skill Bonus (Level 1): Gain a +4 to Nature checks.
No Vital Organs (Level 1): You gain +2 to all defenses.
Short-Circut (Level 1): You have a -2 penalty to all Omega Tech charges.
Gooey Critical (Level 2 or 6): When score you critical hit you deal 1d10 extra damage on that attack and the target is immobilized (save ends).

Goo On Face (Goo Novice)
You squirt a burst of goo onto an opponent's face, blinding him/her/it temporarily.
At-Will 
Bio, Physical
Standard Action                            Ranged 5
Target: One creature.
Attack: Constitution + your level vs. Reflex.
Hit: 1d8 + Constitution modifier + twice your level physical damage, and the target is blinded until the end of your next turn.

Slippery Escape (Goo Utility)

Encounter • Bio, Physical
When attacked you have the annoying habit of slipping away.
Immediate Interrupt                            Personal
Trigger:
An attack is made against you.
Effect: After the attack resolves you may shift a number squares equal your speed + 2.

Smother (Goo Expert)
You haven't lived until you've been death-hugged by a living puddle.
Encounter
• Bio, Physical
Standard Action                            Melee 1
Attack: Constitution + your level vs. Fortitude
Hit: Enemy takes 8 ongoing physical damage and is unconscious (Save Ends on both) as long as you are adjacent to the target.
#6

Oraibi

Oct 17, 2010 16:43:25

Goo On Face (Goo Novice)
You shoot a burst of goo onto an opponent's face, blinding him/her/it temporarily.


...Gookakke.

#7

konanorigamiuser

Oct 17, 2010 16:58:19

Goo On Face (Goo Novice)
You shoot a burst of goo onto an opponent's face, blinding him/her/it temporarily.


...Gookakke.




I deny everything! Wink
#8

spellbinder5150

Oct 17, 2010 17:02:33

Goo On Face (Goo Novice)
You shoot a burst of goo onto an opponent's face, blinding him/her/it temporarily.


...Gookakke.




SWEET!!!!!!!!!!!!!!!
#9

badu777

Oct 17, 2010 17:03:09

Goo On Face (Goo Novice)
You shoot a burst of goo onto an opponent's face, blinding him/her/it temporarily.


...Gookakke.




Lime Flavoring

#10

badu777

Oct 18, 2010 12:37:39
Sharkoid

Sharkoid                             -- By Badu7777
Jaws with feet and lungs.
Mutant Type: Dexterity; Bio; +2 to Bio overcharge.
Skill Bonus (Level 1): Gain a +4 to Nature checks.
Aquatic (Level 1): Can breathe underwater, while under water you gain a +1 to attack and +2 Reflex defense, you may also swim a number of squares equal to your speed + 2.
Sharky Critical (Level 2 or 6): When you score a critical hit you deal 1d10 extra damage on that attack and the target is restrained until the end of your next turn.

Relentless Bite (Sharkoid Novice)
You bite your victim, restraining them, making it helpless to your ongoing attacks.
At-Will 
Bio, Physical
Standard Action                            Melee: 1
Target: One creature.
Attack: Dexterity + your level +2 vs. AC.
Hit: 2d6 + Dexterity modifier + twice your level physical damage, and the target is restrained (save ends), If the character is more than 1 square away from the target, the target is no longer restrained.

Wound Healing (Sharkoid Utility)
Sharks' wounds heal remarkably quickly.
Encounter • Bio, Healing
Immediate Interrupt                            Personal
Trigger:
When Bloodied.
Effect: At the start of every other turn you regain 5 hit points.

Bite, Chew and Swallow (Sharkoid Expert)
Sharks just want to have lunch.
At Will 
• Bio, Physical
Standard Action                            Melee 1
Target: One restrained creature.
Attack:
Dexterity + your level vs. AC
Hit: 2d12 + Dexterity Modifier + twice your level physical damage.
#11

Oraibi

Oct 18, 2010 16:31:05
The sharkoid's critical power is probably a little too much.
#12

badu777

Oct 18, 2010 16:43:43
The sharkoid's critical power is probably a little too much.



Is that better?

I meant to put 1d6 since it was save ends but that was probably still too good, so now it's 1d10 with just another way to get him restrained for the experienced power.
#13

Oraibi

Oct 18, 2010 16:47:37
Yeah, the new one is better. :D
#14

Chandrak

Oct 18, 2010 17:54:52
Updated the list with Sharkoid

I'd be willing to take a few requests for origin types. Cant guarantee I'll do em all, but if someone suggests something and I can think of a good way to do it, I'm game.
#15

craedus

Oct 18, 2010 18:14:43
I'm really lovin' the people in this forum.  So much great community created items

Awesome contributions Chandrak!!!  I plan on using these origins during our groups next session.
#16

Tony_Vargas

Oct 18, 2010 20:23:24
I'm amazed that WotC didn't do a Teleporter.  In the original, there were teleportation, planar-gate-opening, and even time travel mutations.
#17

jedi123

Oct 18, 2010 20:33:07
I'm amazed that WotC didn't do a Teleporter.  In the original, there were teleportation, planar-gate-opening, and even time travel mutations.



In the first "expansion" there is a temporal origin, don't recall if the other two get anything similar. I'm kinda surprised after two lists there is no dog people (Canioid I guess), especially after hearing some people talk about a race of them in game (I'm new to Gamma World).
#18

Tony_Vargas

Oct 18, 2010 21:15:03
Yes, the Ark were a race of mutated dogs that (like Badders and Grens and others) have been with Gamma World since the beginning.  They're violent critters, and consider human hands a particular delicacy.  Really, I think they probably existed just for that joke.
#19

mysticbelmont

Oct 18, 2010 21:47:34
Would be interesting if we had enough of these to fill out some d20 tables.
#20

Chandrak

Oct 19, 2010 7:19:49
Would be interesting if we had enough of these to fill out some d20 tables.



That's what I'm hoping, even it if it means doing it myself.

Tony, there are a few Alpha Mutations involving time-travel and teleportation. That was part of the reason I decided on making the Teleporter - used on or two of those as an idea template for the powers that Origin got.

As for Canoid - there are a whole bunch of antho species as monsters that dont get treatment as origins. Off the top of my head, there's Pigs, Badgers, and Rabbits in the intro adventure. I think there were one or two others in the monster list in addition to those.

The one I was surprised about was Squidling, since theres a big ol picture of an octopus woman on the cover, and I didnt see a monster or an origin relating to that.
#21

Chandrak

Oct 19, 2010 11:44:27
Upcoming new custom origins: (In Progress)

Reptillian – Well we’ve got cats, apes, cockroaches, spiders, rats, squid… why not lizards?
Radiant – Light/Blinding powers
Cosmic – Astral beings that float through the universe and ignore physical laws.
Mutating – Powers that induce random mutations in themselves and others.
Gamma – Beings that warp terrain around them.
#22

Tony_Vargas

Oct 19, 2010 15:09:42
The one I was surprised about was Squidling, since theres a big ol picture of an octopus woman on the cover, and I didnt see a monster or an origin relating to that.

There is a 'tentacles' mutation card.

More furry mutants than just the Felinoid and the Yeti (Ursoid) might not be a bad idea, though.  A scaly origin or two would be nice.  Maybe a Serpent and a Warm-blooded Saurian?

Saurian

Saurian                            



You are the result of 65 million years of evolution acting upon to the dinosaurs that lived happily ever after when that big rock missed their planet.  You don't why these naked apes snicker at that thought.


Appearance:
  You are scaly but warm-blooded and upright, like a Velociraptor or T-Rex but without so much attitude.  You have more brains than teeth in your head, which is only fitting for a civilzed creature with millions of years of culture and history. 

Mutant Type:
Constitution; Bio; +2 to Bio overcharge.
Skill Bonus (Level 1): Gain a +4 to Conspiracy checks.
Defense Bonus (Level 1):  +2 to Reflex
Theropod Gait (Level 1): You add +1 to your speed.  When you run, add a further +3 to your speed intead of +2. 
Saurian Critical (Level 2 or 6):
When you score a critical hit you deal 1d10 extra damage on that attack and shift up to 3 squares away from the target.

Tail Lash  (Saurian Novice)
You saunter away from your attackers, casually knocking them down with your tail.  Oops, you should be more careful.
At-Will 
Bio, Physical
Standard Action                            Melee: 2
Target: One creature.
Attack: CON + your level vs. REF.
Hit: 1d8 + your CON mod physical damage and the target is knocked prone.  You do not provoke an OA if you move away from the target while it is prone.

Evolutionary Stasis (Saurian Utility)
Your DNA has worked fine for millions of years, why change it now?
Encounter • Bio
Not An Action                            Personal
Trigger:
You experience an Alpha Surge.
Effect:  Instead of discarding and re-drawing one of your mutations, you can 'un-tap' a mutation you have used, regaining use of it again this encounter.

Disemboweling Slash (Saurian Expert)
The large sickle-like claw on your second toe is an unpleasant reminder of your species's bloody origins.  This is what they get for reminding you.
At Will 
• Bio, Physical
Standard Action                            Melee 1
Target: One prone creature.
Attack:
Constitution + your level vs. AC
Hit: 2d10 + CON Mod + twice your level physical damage and the target takes 5 ongoing physical damage and is slowed (save ends both).
Miss:  Half damage and no ongoing or slow, but you leap backwards, shifting 3 squares away from the target.
#23

badu777

Oct 19, 2010 16:45:45

Dark Origins

Illusionist



Shouldn't it be under Psi?
#24

Tony_Vargas

Oct 19, 2010 19:26:16

Here's another.


Darkling

Darkling



You are creature of darkness, born of shadow and endless night.  No day-dweller can imagine the depth of your pain, your bleak distorted existance.  Pass the cloves.


Appearance:
  You look like you should really get more sun.  Well, any sun at all, really. 

Mutant Type:
Wisdom; Dark; +2 to Dark overcharge.
Skill Bonus (Level 1): Gain a +4 to Stealth checks.
Defense Bonus (Level 1):  +2 to Will
One with the Shadows (Level 1):  Anytime you have concealment you gain Resist 5 to all damage.  Well, except Laser damage, which you always have vulnerable 5 to. 
Darkling Critical (Level 2 or 6):
When you score a critical hit you deal 1d10 extra damage on that attack and target is overwhelmed with the pointlessness of existance (dazed) until the end of your next turn.

Sneak Attack (Darkling Novice)
It's really not fair to shoot someone in the back.  But, then, if the universe were fair, you wouldn't exist.
At-Will 
Dark, Weapon
Standard Action                            Melee or Ranged: Weapon
Target: One creature that you have concealment, surprise or Combat Advantage against.
Attack:  WIS + level + weapon Acc vs AC
Hit: 
1[W] + WIS + twice your level damage, if you are using a light weapon, inflict +2d6 addtional damage.

My Dark Soul (Darkling Utility)
You plumb the depths of your inner darkness, and share the results of your introspection.
Encounter • Dark
Minor Action                            Personal
Effect:  Discard any of your readied mutations that are not Dark.  Draw from the DM's deck until you've replaced them with Dark mutations.

It Really is That Bad (Darkling Expert)
They think listenning to you is depressing, wait until you get into their heads.
At Will 
• Dark, Psychic
Standard Action                            Range 10
Target: One Bloodied Creature.
Attack:
WIS + your level vs. WILL 
Hit: 2d8 + WIS Mod + twice your level psychic damage, and the target moans so pitiously that its nearest ally makes a basic attack against it to put it out of it's misery.
#25

Chandrak

Oct 20, 2010 11:44:01
Hehe, both the Saurian and the Darkling have utility powers that are pretty much idententical to the origins Im working on know. Guess we think alike :P
#26

Chandrak

Oct 20, 2010 11:48:03

Dark Origins

Illusionist



Shouldn't it be under Psi?



I decided that since Dark origins encompass 'Energy that pervades the universe', including energy-keyword based powers, than any Magical origins should probably be Dark.
#27

badu777

Oct 20, 2010 12:11:17

Dark Origins

Illusionist



Shouldn't it be under Psi?



I decided that since Dark origins encompass 'Energy that pervades the universe', including energy-keyword based powers, than any Magical origins should probably be Dark.



Illusions are all about messing with the mind. So why is it's origin magic, and not that magic isn't cool but this is supposed to be mainly sci-fi and i think it meant fantasy more as the monster and creatures rather than magic. And maybe there should be that magic was left in some of the alternate dimensions but two or three origins is enough, if not too much.
#28

Tony_Vargas

Oct 20, 2010 12:16:19
There could certainly be a 'Mind Deciever' Psi origin that projects illusions into the heads of it's victims.

I can see where Chandrak is going with this.  'Dark' (in spite of the goofy take I did with the Darkling) mutations tap 'Dark Energy' which, like 'Dark Matter,' theoretically exists to make scientists' math work out, even though no one can find evidince to support it (Kinda like Expertise Feats, really).  Dark Energy makes a good sci-fi rationale for something that acts like magic. 
#29

badu777

Oct 20, 2010 12:23:06
There could certainly be a 'Mind Deciever' Psi origin that projects illusions into the heads of it's victims.

I can see where Chandrak is going with this.  'Dark' (in spite of the goofy take I did with the Darkling) mutations tap 'Dark Energy' which, like 'Dark Matter,' theoretically exists to make scientists' math work out, even though no one can find evidince to support it (Kinda like Expertise Feats, really).  Dark Energy makes a good sci-fi rationale for something that acts like magic. 



Yes, that makes sense however I don't think that is necessary with the Illusionist.
#30

Tony_Vargas

Oct 20, 2010 12:41:47

Mind Deciever

Mind Deciever
 


You project false sensory impressions into the minds of your victims.  It's fun to watch them run around sreaming 'get it off me! get it off me!'  Well, you think it's fun.

Apearance:   You're a slim, neat, attractive mutant.  At least, that's what everyone sees when they look at you.
                                  
Mutant Type: CHA; Psi; +2 to Psi overcharge.
Skill Bonus (Level 1): Gain a +4 to Interaction checks.
Defense Bonus (Level 1): Gain a +2 to Will. 
Group Telepathy (Level 1):  All the cool Psi's have it. 
Deciever Critical (Level 2 or 6): When you score a critical hit, your target is momentarily 'mindscaped' and stops interacting with the real world, it is stunned until the start of your next turn.
 

Get It Off Me! (Deciever Novice)
Your victim believes that repulsive creatures - bugs, bats, worms, bunnies, whatever he finds repulsive - are crawling all over him.
At-Will • Psi, Illusion, Psychic
Standard Action Ranged 10
Target: One creature
Attack: CHA + your level vs. Will
Hit: 1d6 + Intelligence modifier + your level psychic damage, and the target is slowed until the end of it's next turn.


What Was That? (Deciever Utility)
You project subtle sensory impressions onto the edges of your victim's awareness.
Encounter • Psi, Illusion
Minor Action   Close Burst 10
Effect:   Each enemy in the burst grants combat advantage and takes a -4 penalty to passive perception and insight until the end of your next turn.  If used out of combat, only the passive skill penalty aplies, but the effect lasts long enough for you and each of your allies to make skill a check against the reduced targets.

Nightmare Killer (Deciever Expert)
You bring a fearsome creature from your victim's darkest nightmares into his waking perceptions.  Again, it could be a clown or a bunny - 'fearsome' is so subjective.
Encounter • Psi, Illusion, Psychic
Standard Action Ranged 10
Target: One creature
Attack: CHA + your level vs. Will
Hit:  You slide the target your CHA in squares, and the target is Dazed (save ends) until you hit with the secondary attack.  While the target is Dazed make a secondary attack at the start of the target's turn:

Nightmare Killer Attack
Effect:  Before the attack, you slide the target your CHA mod in squares.
Attack: CHA + your level -2  vs. REF (The target does not grant Combat Advantage vs this attack)
Hit:  4d8 + CHA mod + 2x level psychic damage and the target is unconscious (save ends).  He is no longer Dazed and you can no longer make the secondary attack.


     
#31

Chandrak

Oct 20, 2010 15:02:55
Been a bit busy, but heres another. Could use some balance tweaking, probably. It was inspired by the discussion/creation of Gamma and Theta terrain in another thread.

[spoiler=Gamma]


Gamma                            -- By Chandrak
You are infused with the same energy that caused the Big Mistake, causing reality to bend and twist around you.
Mutant Type: Constitution; Dark; +2 to dark overcharge.
Skill Bonus (Level 1): Gain a +4 to Science checks.
Defense Bonus (Level 1): Gain a +2 to Will.
Flux Aura (Level 1): Creatures adjacent to you experience an Alpha Flux on a 3 or less. When you roll a 2 or a 3, you may choose to experience an Alpha Flux. If you do, you may not use Flux Shield that turn.
Gamma Critical (Level 2 or 6): When you score a critical hit, a random creature within 5 squares (including you) experiences an Alpha Flux.
  
Gamma Rays (Gamma Novice)
Well, what else did you expect?.
At-Will • Source
Standard Action Range 5
Target: One creature
Attack: Con + your level vs. Fort
Hit: 1d8 + Con + Your level radiation damage, and the target’s space becomes Gamma Terrain until the start of your next turn.  

Flux Shield (Gamma Utility)
You have learned to shield yourself in part from unwanted mutations.
Encounter • Source
Free Action Personal
Trigger: You experience an Alpha Flux.
Effect: Choose one of your Alpha Mutations. You do not replace it, and may untap it.  

Warp Reality (Gamma Expert)
You tear open the veil between realities, and the backwash of energy assaults your foes and warps the land around you.
Encounter • Source
Standard Action Close burst 2
Target: All creatures in burst
Attack: Con + your level vs. Fort
Hit: 1d10 + Con + your level radiation damage.
Effect: The burst creates a zone of Theta Terrain that lasts until the end of the encounter.
#32

Chandrak

Oct 20, 2010 15:27:29
Here's Mutating. Its Utility is the same as Tony's Darkling - not intentional, this was written up before he posted that, but I did replace my text with his, since his was much less wordy than mine was.
Mutating

Mutating                         -- By Chandrak
 
Mutant Type: Con; Bio; +2 to Bio overcharge.
Skill Bonus (Level 1): Gain a +4 to Science checks.
Defense Bonus (Level 1): Gain a +2 to Reflex.
Adaptable Body (Level 1): You gain Resist 5 Radiation and Resist 5 Poison.
Mutating Critical (Level 2 or 6): Once per encounter when you score a critical hit, you can use your Biological Warfare power as a free action, even if you’ve used it already this encounter.
 
Sudden Appendage (Mutating Novice)
You suddenly find yourself possessed of an extra limb. Might as well hit someone with it before its gone again.
At-Will • Source
Standard Action Melee 1
Target: One creature
Attack: Con + your level vs. AC
Hit: 1d10 + Con + 2x your level physical damage.  

Biological Warfare (Mutating Utility)
Sudden mutations can sometimes give you an edge.
Encounter • Source
Minor Action Personal
Effect: Discard all of your non-Bio Alpha Mutations. Draw from the DM’s deck until you’ve replaced them all with Bio mutations.  

It Wasn’t Slime, It Was Ooze! (Mutating Expert)
You spew forth a disgusting ooze that warps you opponent’s bodies.
Encounter • Source
Standard Action Close Blast 2
Target: All creatures in blast
Attack: Con + your level vs. Fort
Hit: The target takes 1d6 + Con + your level radiation damage, and replaces a random mutation with a Bio mutation from the DMs deck. If the target has no mutations, it instead loses a random encounter power.
#33

Tony_Vargas

Oct 20, 2010 15:53:12
Pure-Strain Human

Pure Strain Human


You really could be driving to the corner store for a six-pack - in a pickup, with a gunrack.  The Knights of Genetic Purity keep trying to recruit you, which is just wrong on levels they don't even begin to understand. 

Appearance:
  You look more like the 'last living human' on that sci-fi DVD collection that keeps turning up everywhere than any melanin-defficient ubermenchen Engineered 'Human' ever did.  You look a lot like the hero of the famed prophetic DVD 'I' trillogy -  'I'D4, 'I' Robot, 'I' am Legend - too, not to mention that King Martin II that every-other Ancient building's dedicated to.

Mutant Type: 
CHA; none; no overcharge bonus; you have no secondary origin.
Skill Bonus (Level 1): Gain a +4 to Interaction & Conspiracy checks.
Defense Bonus (Level 1):  +2 to all Defenses
Genetic Stability (Level 1): You cannot have readied mutations or experience Alpha Surge.  You have resist 5 Radiation - or Resist 10 vs any damage from an effect that also forces an Alpha Surge. 
Survivor (Level 1):
  You start with 15+CON bonus hps and gain +6 hps per level.  You have a +2 to all saving throws, including death saves. 
Resourceful (Level
1): You draw two Omega Tech at the start of the game instead of 1.  Whenever you draw Omega Tech, instead of rolling to see what deck you draw from, draw one card from your deck and one from the DMs and choose the one you want to keep.  You salvage Omega Tech as if you were two levels higher.
Weapon Critical (Level 2 ): When you score a critical hit with a weapon you deal 1[W]+CHA mod extra damage on that attack.
Really Resourceful (Level 4):  You gain a +2 to Omega Charge Checks.  When you run out of ammo, you can make an Omega Charge Check, if you succeed, you still have ammo. 
Tactical Critical (Level 6): When you score a critical hit you deal 1d10 extra damage on that attack and the target grants combat advantage until the end of your next turn.
Uber-Resourceful (Level 8):  You gain a +4 to Omega Charge Checks.  You never run out of ammo - blaze away, cowboy. 

Double Tap  (PSH Novice)
It's rule #2.
At-Will 
Weapon
Standard Action                            Melee or Ranged: Weapon
Requirement:  you must be using a gun.
Target: One creature.
Attack: Roll two basic attacks against the target with a bonus to hit equal to your CHA mod.
Hit (one attack):  1[W] + (basic attack stat) + level, and you don't use ammo for the second shot.
Hit (both attacks):  2[W] + (basic attack stat) + CHA + 2xlevel.
Miss:  You didn't expend ammo - flip that safety off and try again next round. 

That's not a Knife  (PSH Novice)
Seriously, it's a screwdriver.  Now, this is a knife, like the one that Arthur King drew from the Stone.
At-Will  Weapon
Standard Action
                            Melee or Ranged: Weapon
Target: One creature.
Requirement:  you must be using an actual purpose-built weapon, made by actual people, for actual people to use for the express purpose of actually killing other actual people.  All guns count, as do combat knives, bayonettes, billy clubs, and the like.  Wallhanger museum replicas, including any & all katana and other crome-plated or stainless steel martial arts weapons do not.
Attack:  Make a basic attack with the weapon.  You have combat advantage for this attack.
Hit:  1[W]+(basic attack stat) + CHA + level damage.
Miss:  You push the target 1 square.  If you were using a gun, you didn't expend ammo. 

You Don't Want to Know  (PSH Utility - level 3)
Where were you hiding that?
Encounter • Weapon
Minor Action                            Personal
Effect:  You draw a one-handed weapon (a 'real' not improvised one) of your choice.  If it is a gun, you have ammunition for it.   You need not have actually had a weapon - or anything, for that matter - in your possession.

One in the Chamber (PSH Utility - level 7)
C'mon baby, just one more little charge, please, you can do it...
Encounter • 
Move Action                            Personal
Effect:  A piece of salvaged Omega Tech in your posession becomes functionally Charged again.  At the end of the encounter it's gone - no Omega Charge check, no salvage. 


Take the Shot (PSH Expert - level 5)
I know I'm in the way, just squeeze the ****ing trigger already.
Encounter 

Standard Action                            Close Burst 20
Target: One ally in burst.
Effect:  
 The ally can make a ranged attack against an enemy adjacent to you or who is affecting you with a power or inflicted a condition on you.  If the ally uses a basic attack, he gains a bonus to hit equal to your CHA modifier.  If he uses a gun, he gains a damage bonus equal to your CHA mod.  If the ally misses, you can choose to give the ally a re-roll, but, if the re-roll hits, you take half damage (but no other effects) from the attack, as well.

Conveniently Enforced Realism (PSH Expert - level 9)
I don't know how it works were you come from, but here on planet Earth, you get shot, you bleed, you die.
Encounter 
• Weapon
Standard Action                            Melee or Ranged: Weapon
Requirement:  you must be using an actual purpose-built weapon, made by actual people, for actual people to use for the express purpose of actually killing other actual people.  All guns count, as do combat knives, bayonettes, billy clubs, and the like.  Wallhanger museum replicas, including any & all katana and other crome-plated or stainless steel martial arts weapons do not.
Target:  One creature.
Attack: 
  Basic weapon attack + your CHA mod.
Hit:  2[W]+(basic attack stat)+CHA+2xlevel, and the target takes 10 ongoing damage until it dies or recieves medical attention (science check DC = your attack roll). 
Miss:  You do not expend this power (or ammo, not that it matters to you at 9th level).

#34

Tony_Vargas

Oct 20, 2010 15:57:36
It's cool that we came up with some similar utilities there.  I think the card mechanics really encourage that sort of creativity, they're very easy to work with.
#35

Chandrak

Oct 20, 2010 16:04:04
VERY nice job on the Pure Strain Human. I like the humor in it Several of those powers have a great feel to them. I particularly liked One In The Chamber.

#36

Tony_Vargas

Oct 20, 2010 16:10:48

Thanks.  This ed of Gamma World really is tickling my funny bone.   I can't seem to do anything for it without at least a dash of humor.   



 


#37

Tony_Vargas

Oct 20, 2010 16:50:37
One of the classic powerful mutations was Light Wave Manipulation, which let you negate lazers, create patches of darkness, and go invisible.  Pretty nuts, really.  I know you're working on 'Radiant' but I just got an idea for a 'Photokinetic' based on that one mutation...


#38

Tony_Vargas

Oct 20, 2010 17:15:42

Photokinetic

Photokinetic
 


Old-timers say you 'have' Light Wave Manipulation.  You don't understand why everyone who can see light can't all 'touch' and 'guide' it the way you do - it's the most natural thing in the world.

Apearance:   You're a bit pale, like you don't get a lot of sun, even though you've always loved playing outside on sunny days.   You have a tendency to stand around watching people as if they couldn't see you.  Often, they can't.
                                  
Mutant Type: WIS; Psi; +2 to Psi overcharge.
Skill Bonus (Level 1): Gain a +4 to Stealth checks.
Defense Bonus (Level 1): Gain a +2 to REF. 
Photonic Flinch (Level 1):  It's like blinking.  You have Resist 15 Laser (or radiant or light or whatever it's called) damage, and can't be blinded by bright light. 
Photonic Critical (Level 2 or 6): When you score a critical hit, your target is blinded until the start of your next turn.
 

Invisibility (Photokinetic Novice)
You bend light comfortably around you, like a concealing cloak or old security blanket.
At-Will • Psi
Standard Action                     Personal
Effect: You are invisible until the end of your next turn.  If you use a Standard Action, Opportunity Action, or Immediate Interrupt before the end of your next turn, you become visible.  While you have Total Concealment, everything has concealment from you while you are invisible.  If you attack while invisible, you become visible, but you gain Combat Advantage (and your target does not have concealment) for that attack.  Unless you succeed on a Stealth check (DC 10+ enemies' highest Perception bonus), other creatures know where you are in combat, even though they can't see you.


Laser Negation (Photokinetic Utility)
Coherent light is a deadly weapon.  Diffuse it even a little, though, and it might as well be a flashlight.
Encounter • Psi
Immediate Interrupt      Close Burst 5
Trigger:  An enemy uses an attack that does laser damage.
Effect:   All your allies share your Resist 15 vs laser damage until the end of your next turn.  If an attack combines laser with other damage types, you and your allies gain a minimum resist 10 vs that attack.

Darkness (Photokinetic Expert)
You cause all matter (including air) in a large area to stop emitting or re-emitting (reflecting) light, plunging it into total darkness.
Encounter • Psi, Illusion, Zone
Standard Action             Area Burst 2 w/in 10
Target: Each creature in burst.
Attack: WIS + your level vs. REF
Hit:  The target is blinded (save ends) after it leaves the area of darkness.
Effect:  You create a zone of complete darkness that lasts until the end of your next turn.  The zone blocks line of sight and grants total concealment to everything inside it.  It also blocks line of effect for any power with the Laser Keyword.  Creatures inside the zone are effectively blind.  Lasers, light sources, and 'photonic technology' (like most Ishtar Tech, but also simple CD/DVD players) within the zone do not function.
Sustain(minor):  
The zone persists, and you may cause it to move 3 up to squares.

     
#39

Tony_Vargas

Oct 21, 2010 22:26:56

Another inspired by 1e mutations (Sonic Attack, Sound Immitation)

Siren

Siren
 


Your voice is your glory, able to span the full range of tone, pitch, resonance - and volume.  Did we mention most of your siblings are deaf?

Apearance:   Your appearance isn't much changed by this origin, though you may show some outward signs of your enhanced vocal aparatus, such as a larger mouth or nose, or prominent facial bones.
                                  
Mutant Type: CON; Bio; +2 to Bio overcharge.
Skill Bonus (Level 1): Gain a +4 to Interaction checks.
Defense Bonus (Level 1): Gain a +2 to WILL.  
Mimicry (Level 1):  You can precisely immitate sounds that you hear.  In the case of spoken language, you can generally say anything you want in a convincing impression of another creature.  Otherwise, you just re-produce exact sound, like instant play-back.  When you mimic sonic attack, the results are the same as your Novice Power, below.
Thunderous Critical (Level 2 or 6): When you score a critical hit, you inflict an extra 1d10 damage and the target is deafened (save ends).
 

Sonic Attack (Siren Novice)
You release a blast of sound that slams into your enemies like a giant's hand - sraping its nails on a giant's chalkboard.
At-Will • Bio, Sonic
Standard Action                     Close Blast: 
3
Targets:  Each Creature in blast.
Attack:   CON + level v FORT.
Hit:  1d8 + CON + level sonic damage and the target is pushed 1 sq and deafened until the start of your net turn.


Siren Song (Siren Utility)
See, your voice really can be pleasant, too.
Encounter • Bio, Aura
Minor Action    Close Burst 3
Effect:  You create an aura of pleasant, invigorating song around yourself.  Allies who start their turn in the Aura gain temporary hps equal to 1/2 your level plus your CHA bonus (min 1).  Allies who end their turns in the Aura gain a bonus to one of their saves that round equal to your CON bonus.

The Silent Scream (Siren Expert)
Just as light can be focused into a laser, sound can be focused into a deadly coherent beam.
Encounter • Bio, Sonic, Physical
Standard Action             Ranged 10
Target: One creature.
Attack: CON + level vs REF.
Hit:  3d8 + CON +2xlevel sonic and physical damage and the target is dazed (save ends).

     
#40

Chandrak

Oct 22, 2010 9:50:41
Pretty nuts, really.  I know you're working on 'Radiant' but I just got an idea for a 'Photokinetic' based on that one mutation...



Hehe np. I liked yours enough that I just scrapped the Radiant one ;P Yours is basically what I was gonna go for anyway, and hadnt gotten around to starting the Radiant one yet, so no harm done.
#41

wolfe_deckard

Oct 22, 2010 9:54:52
Played the PSH last night.  Had a blast with him.  The GM loved the flavor of him as well, especially the Will Smith references.

Cheers
#42

Tony_Vargas

Oct 22, 2010 12:58:25
Played the PSH last night.  Had a blast with him.  The GM loved the flavor of him as well, especially the Will Smith references.

Cheers

Awesome! 


PSH is a little odd in being a PC's only origin, so as a DM you have to figure out how incorporate it - Engineered Human, of course, fits the standard chargen more smoothly.  BTW, not counting the PSH, we're at 16 origins.  That's getting pretty close to our own d20 random custom origin table.  Cool

Any ideas that haven't been covered yet?
#43

wolfe_deckard

Oct 22, 2010 13:17:49
in the main book you have fire and earth type origins, what about Air and Water? What about Canines as well?
#44

Tony_Vargas

Oct 22, 2010 13:47:48

Yet another inspired by 1e mutations (Heightened Precision, Heightened (Senses), Intuition, Molecular Understanding)

Awakened

Awakened
 


You live in a world more beautiful, more hideous, more intricate and detailed than the one everyone else sees.  You understand the special providence in the fall of a sparrow, and sense the buddha-nature in the flitting gamma moth.  You percieve the underlying crystaline structure that interconnects all things - and how to break the crap out of it.

Apearance:   You give the impression of being calm, even 'spaced out,' as if you were contemplating something far removed from ordinary existance - but to you, nothing is far-removed for your existance.
                                  
Mutant Type: WIS; Psi; +2 to Psi overcharge.
Defense Bonus (Level 1): Gain a +2 to REF.  
Heightened Sense (Level 1): You gain a +4 to Perception and Insight checks, but are vulnerable 5 to sonic attacks and have a -2 penalty to saves to recover from Blindness or Deafness caused by senory overload.
Danger Sense (Level 1):  You can sense when immediate danger threatens you:  you do not grant combat advantage while you are able to move, and can add your WIS instead of your INT/DEX to your AC when wearing light armor.
Flawless Critical (Level 2 or 6): When you score a critical hit, you inflict an extra 2d8 damage.
 

Precission Attack (Awakened Novice)
You sense physical weakpoints in objects and creatures... which is nasty, if you can actually hit one of those points.
At-Will • Psi, Weapon
Standard Action                     Melee or Ranged: 
Weapon
Targets: 
One creature you can see
Attack:  WIS +Acc v AC
Hit:  1[W]+WIS+level + 1d6 extra damage.  If the target is granting combat advantage, you inficlt an additional +2d6 extra damge.  This 'extra damage' is not maximized on a critical hit.


Molecular Understanding  (Awakened Utility)
You run your hands over the Artifact, sensing it's structure at the deepest levels.  It's a little creepy to watch, actually.
Encounter • Psi
Standard Action    Melee: touch
Effect:  You spend a moment examining an object.  Your next roll dealing with that object - mechanics, science, or other skill roll or damage inflicted on the object or even Omega Charge Check - gains a bonus equal to your WIS modifier.

Deadly Intuition (Awakened Expert)
You attune your perceptions to one opponent, anticipating his every move, exploiting his every weakness.  Sucks to be him.
Encounter • Psi
Standard Action             Ranged 5
Target: One creature.
Attack: WIS vs WILL.
Hit:  For the rest of the encounter, the target grants you combat advantage and has vulnerability 10 to all your attacks.  You know where the target is as well as if you could see him, gain a +2 to all your defenses against his attacks, and automatically succeed on Insight and Perception checks against him (he automatically fails any checks that use your Per or Insight as target numbers) for the rest of the encounter.
Miss:  You gain a +2 to all your defenses against the target's attacks for the rest of the encounter.

     
#45

Tony_Vargas

Oct 22, 2010 15:13:59
in the main book you have fire and earth type origins, what about Air and Water? What about Canines as well?




Today's origins are brought to by the letter 'W'


Wolfen

Wolfen
 


You are a sentient, occassionally humanoid, canine - the sort of thing that might spark legends of a werewolf.  But are a wolf mutated to seem more human, or a human mutated to seem more lupine?  Hey, it's an important question  - it has a bearing on who we have for dinner.

Appearance:   You might look like a particularly hairy human with prominant canines or an oddly soulful-looking wolf or dog, or anything in between.
                                  
Mutant Type:  CON; Bio; +2 to Bio overcharge.
Defense Bonus (Level 1): Gain a +2 to REF.  
Lupine Senses (Level 1): You gain a +4 to Perception and can identify and track individuals by scent.
Pack Mentality (Level 1):  You can communicate wordlessly with your allies, and instinctively use cooperative tactics.  You gain and grant one ally flanking when you and at least one ally are adjacent to the same enemy. 
Pack Critical (Level 2 or 6): When you score a critical hit, you inflict +1d10 damage and either you or one ally adjacent to the target (your choice) can shift 2 as a free action.
 

Drag Down the Prey (Wolfen Novice)
'Prey' is relative, of course... and sometimes relatives are prey.
At-Will • Bio
Standard Action                     Melee: 
1
Targets:  One creature
Attack:   CON + level vs AC
Hit:  2d4 + CON + level damage and the target is knocked prone.  If the target is already prone, you inflict +2d6 extra damage.


Dual Nature  (Wolfen Utility)
You bring forth the beast (or man) that dwells within you.
Encounter • Bio
Immediate Reaction    Personal
Trigger:  You discard one or more readied mutations.
Effect:  Until you use this power again (so a minimum of 5 minutes, since it's an encounter power), you become physically almost entirely human (as human as any Engineered Human) or canine.
Canine:
  Your Drag Down the Prey Novice Power damage increases to 2d8.  Your Speed increases by 2.  You cannot use weapons (but can still wear armor or use Omega Tech that isn't a weapon), pronounce words, or perform delicate tasks that require, well, thumbs.
Human:  Your Drag Down the Prey Novice Power becomes a Weapon power (Melee: weapon; 1[W] instead of 2d4), and you lose Lupine Senses but gain a +4 to Interaction checks and a +2 to Omega Charge Checks.



Call of the Wild (Wolfen Expert)
You throw back your head and howl like a .. well, like a wolf, of course.
Encounter • Bio, Sonic, Psychic, Fear, Charm
Standard Action             Close Burst 3
Target: Each enemy in burst. 
Effect:  You pull each ally who is not already in the burst up to 3 squares.
Attack: CON + level vs WILL.
Hit:  2d6 + CON + 2xlevel sonic and psychic damage, you push the target up to 3 squares, and the target suffers a -2 on it's attack rolls (save ends).
Miss: 1d6 + CON + level sonic damage.
Effect:  After you have resolved the attack, each ally in the burst can make one save against an effect that a save can end.  This is not an action.

     

#46

wulv

Oct 23, 2010 10:13:33
Any chance of compiling these into a PDF document ?
#47

Chandrak

Oct 23, 2010 10:47:43
Any chance of compiling these into a PDF document ?



Yes, 100%. I plan on compiling them all sometime next week, and AH-Anarchy has agreed to consider making origin power cards for us as well, to match the core cards he's designed. He hasn't said yes officially, just agreed to consider it once we've got a PDF available so he can see the powers.

Oh also, I realized I forgot to include DoctorComic's Amphibious origin he posted in some other thread. And that makes 20!

Sorry about lack of formatting; Im in a hurry today.

Amphibian

Amphibian                                -- By DoctorComics


 


Mutant Type: Dexterity; Bio; +2 to bio overcharge.


Skill Bonus (Level 1): Gain a +4 to Nature checks.


Swim Speed (Level 1): You have a swim speed of 6.


All-Around Vision (Level 1): You are never surprised.


Amphibian Critical (Level 2 or 6): When you score a critical hit, you let out a croak of triumph which dazes any creature adjacent to you until the end of your next turn.


 


Grasping Tongue (Amphibian Novice)
This thing isn't just for show, baby.
At-Will • Bio
Minor Action Melee 3
Target: One creature
Attack: Dexterity + your level vs. Ref
Hit: The target is pulled 2 squares. 


Prodigious Leap (Amphibian Utility)


Gotta go.
Encounter • Bio
Move Action
Effect: You jump your speed, shifting through enemy squares as long as you end in an unoccupied square.


Swallow (Amphibian Expert)


I don't know what's more disgusting, that you can swallow a man whole,


 or that you would want to.
Encounter • Bio
Standard Action Melee 1
Target: One creature of your size or smaller
Attack: Dexterity + your level vs. Ref
Hit: The target takes 2d10 + your level physical damage and is removed from play until the beginning of your next turn. It cannot take actions during this time.

#48

Chandrak

Oct 23, 2010 14:54:03
Question for Tony: Some of those powers in your last 3 origins didnt have '+ your level' as part of the to-hit line. Was this a mistake, or on purpose?

I'm thinking that if a power should be inaccurate, a penalty to the roll would be better, because leaving off + level, which all standard origins powers have, really cripples you as you go up in levels since all bonuses are built in.
#49

Chandrak

Oct 23, 2010 15:03:20
Updated the first post as well.
#50

Tony_Vargas

Oct 24, 2010 1:53:27
Mistake.  I'm used to using Stat v Def as a shorthand in 4e.  I think I generally remembered to add level or 2xlevel to damage, though.  I'll give 'em all a quick once-over.   
#51

rampant

Oct 24, 2010 15:00:15
Question about all-around vision:

Does not being surprised mean you don't grant combat advantage during an enemy surprise round or that you somehow keep enemies from getting a surprise round at all? 
#52

mysticbelmont

Oct 24, 2010 16:46:00
I must congragulate you guys on a great job.
#53

Chandrak

Oct 24, 2010 21:17:59
Question about all-around vision:

Does not being surprised mean you don't grant combat advantage during an enemy surprise round or that you somehow keep enemies from getting a surprise round at all? 



While I was not the one who wrote that Origin, and thus dont know what the author intended, in normal 4E rules that means that you always get to act if there is a surprise round.
#54

rampant

Oct 25, 2010 2:15:15
Tentacled

Tentacled

I don't need no stinking hands, fingers are overrated anyway.

You have tentacles growing out of your body, probably more than most folks have limb, and you're proud of it. Ok so you freak a few of the more sheltered folk out. They're just jealous. So what if the tentacles have a mind of their own sometimes, beats going through life with all sorts of unnatural bones in your manipulators.

Appearance: Tentacles, you has them. 

Mutant Type: INT; Bio; +2 to bio overcharge
Skill Bonus (Level 1): Gain a +4 bonus to Athletics checks.
Rubbery Limbs (Level 1): Gain resist 10 force.
Extra Limbs (Level 1): You possess several Powerful tentacles. Even when your primary limbs are otherwise in use (such as climbing, or re-wiring a doomsday device), you can manipulate and hold weapons, shields, and or other hand-held items normally.
Tentacled Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, you pull the target 2 squares, and they are immobilized till the beginning of your next turn.


Tentacle Slap (Tentacled Novice)
You call that a punch? I've been slapped harder than that. Here let me show you.
At-Will • Bio
Standard Action Melee 2
Target: One creature
Attack: Intelligence + your level vs. Fort
Hit: 1d8 + twice your level physical damage and you slide the target one square.
Special: This power can be used in place of a basic melee attack when making an opportunity attack.

Crowd Control (Tentacled Utility)
Time to put all those silly jointed-limbs in their place.
Encounter • Bio
Minor Action Personal
Effect: Until the end of your next turn any creature that moves out of, or uses a ranged or area attack in, a square within 3 squares of you draws an opportunity attack from you.

Writhing Mass (Tentacled Expert)
GROUP HUG!
Encounter • Bio
Standard Action Close Burst 3
Target: Each creature in burst.
Attack: Intelligence + Your Level vs. Reflex
Hit: 2d8 + intelligence modifier + your level damage and you pull the target to the closest available square to yourself.

#55

Oraibi

Oct 25, 2010 5:54:39

I know I'm stepping on the cephalapoid's schtick a bit here, but you can never have enough tentacles.
It's not overpowered is it? 


Seems a little too tough in the Traits area to me.

#56

rampant

Oct 25, 2010 10:46:16
What if I switched the resistance to 10 force?
#57

Chandrak

Oct 28, 2010 18:38:52
Almost done with the first version of the pdf. Just cleaning up the format a bit, checking for typos and proper rules text.

As a note, I've tweaked a few things here and there for balance. Nothing major. If anyone objects to a change, bring it up as a balance discussion here

Check back in an hour or two, and the pdf should be available.
#58

wulv

Oct 28, 2010 19:51:39
Awesome Chandrak ... i showed one of my players the PSH and he started drooling
#59

Chandrak

Oct 28, 2010 20:32:44
Still touching things up. Stupid MS Word >.< Sometimes when I touch up a format in a certain way, it screws up the whole paragraph.

Almost done though
#60

Chandrak

Oct 28, 2010 21:22:55
Done! PDF is released, with a link on the first post. Should be working just fine - download only, public access as long as you've got the link to it. I had a friend test it, and he downloaded it just fine, but if you're having problems let me know.
#61

wulv

Oct 29, 2010 11:15:36
Any chance of saying how the abilities work that are not in the gamma world rules. Like charging .. bull rush and radiant i dont remember if there are anymore in the compilation
#62

Chandrak

Oct 29, 2010 14:37:01
No, I don't want to put in official rules text about things into the PDF. Thats almost certain to be copyright infringment. It already is on shaky ground as-is just using the name Gamma World in the text.

If you don't normally play 4E, just go to the 4E Rules Questions forum and ask there how they work.
#63

craedus

Oct 29, 2010 15:54:59
Thanks for the PDF.  I was just about to create one for myself!
#64

Tony_Vargas

Oct 29, 2010 21:55:53
Awesome Chandrak ... i showed one of my players the PSH and he started drooling

Cool.  That's the second really positive response I've gotten on it. 

I didn't /think/ I made it too powerful....

Remember, it's a 'double' - you only get the one origin if you're PSH.

#65

Chandrak

Oct 29, 2010 22:19:31
The only one I had issues with balance-wise was Awakened, really. Some of its stuff seemed like it needed toning down a bit, so I tweaked it a little in the pdf.

PSH seems a bit overpowered at first glance; But honestly, given the fact that they dont get Alpha Mutations (which can be REALLY strong), its probably more than ok, so I left them alone. I suspect they'll lie on the strong side, but thats no different than certain other combinations. I think the only change I might suggest is making thier 4th level and 8th level traits non-stackable, for clarity. A +6 to Omega Charge would mean that almost never lose tech, and with some items, that would make them nearly unkillable (Like the Phoenix Circlet)
#66

Tony_Vargas

Oct 30, 2010 2:06:43
Sheesh, no, they're not meant to stack...


The mutations that inspired 'Awakened' included some of the most potent damage-enhancing mutations.  If you actually had all those mutations in 1e Gamma World, you could hit someone for 4d6+12 damage - with a club.  Some of that may have crept into the origin.  Embarassed 


BTW, I added the origins I did to the Gamma World group wiki
#67

dudesock

Nov 05, 2010 22:16:34
So I was very motivated writing up some enw Origins that were stuck on my brain after half a dozen games now. After adding all the drafts I have 24 Origins almost done. Just have to format them all.

Here are the current formatted ones.

Canine


Man's best friend is now man's most dangerous mutant beast!

Canine: Strength, +2 Bio,


            Skill Bonus (Level 1): +4 Perception.


            Scrappy (Level 1): +2 Fortitude


            Bloodhound (Level 1): +1 Attack against Bloodied enemies


            Canine Critical (Level 2 or 6) : When you score a critical hit, the attack deals 1d10 extra damage, and the target takes ongoing 5 physical damage (save ends).


 


            Bite Hold (Canine Novice)


            Don't let the same dog bite you twice. 


            At-Will Bio, Physical    


            Standard                      Melee 1


            Target: One creature


            Attack: Str + level +2 vs AC


            Hit: 1d6 + Strength + level Damage and target is Grabbed


 


            Roll Over (Canine Utility)


            Red Rover, Red Rover, Let Fido Roll Over.


            At-Will Bio


            Minor               Personal


            Effect:  Stand from Prone


 


            Dog Eat Dog (Canine Expert)


            Always trust a dog to bite if bitten.   


            Encounter         Bio, Physical


            Immediate Reaction                  Personal


            Trigger: An enemy damages you with an attack.


            Attack: Strength + you level + vs. Reflex


            Hit: 2d10 damage + Strength modifier physical damage


            Effect: Target is weakened until the end of their next turn.


#68

Chandrak

Nov 06, 2010 0:51:45
I may need to do some other ones too - one of my group suggested making Pistol Shrimp >.>

I shudder at the concept of a Seismic Pistol Shrimp.

Edit: I also need to pester Doctor Comics to post his Age-based origins here; he made 3 for his ongoing GW blog.
#69

Oraibi

Nov 06, 2010 10:43:39
It wasn't a rock... it was a rooock LOBSTER

#70

guest1412820596

Nov 06, 2010 11:01:07
I like the new Origins Dudesock, but your missing Criticals for Aquatic & Avatar.

Love the Esper, very old school. 
#71

dudesock

Nov 06, 2010 14:41:29
Thanks fixed it.

Miniature


It seems anything can be miniaturized, so why not mutants?

Miniature: Charisma, +2 Bio,


            Skill Bonus (Level 1): +4 Acrobatics


            Lost in the Crowd(Level 1): +2 AC when adjacent to two creatures larger then you.


            Feisty(Level 1): +2 Reflex


            Only Smaller: You count as Small Size. You suffer -2 Attack with all weapons, except one handed weapons if you equip them two handed.


            Miniature Critical (Level 2 or 6): When you score a critical hit, the target suffers Vulnerable 5 to all damage until the end of you next turn.


 


            Shin Kick (Miniature Novice)


            While you so low you might as well kick some shins.


            At-Will Bio, Physical


            Standard          Melee 1


            Target: One Creature


            Attack: Charisma + your level vs. Fortitude


            Hit: 1d6 + Charisma + your level in damage and the target grants combat advantage to the next attack that targets it.


 


            Too Slow! (Miniature Utility)


            You small body is very difficult to hit.


            Encounter         Bio


            Immediate Interrupt      Personal


            Trigger: You are hit by an attack


            Effect: Reroll the attack and keep the result.


 


            Cute Little Bugger (Miniature Expert)


            He’s so cute, how can I kill something that cute? OW, it hit me!


            Encounter         Bio


            Immediate Interrupt      Personal


            Trigger: You are target of an attack.


            Effect: You cannot be the target of the triggering attack and make a free basic attack against the attacker with combat advantage.


 
#72

GlimmTheGnome

Nov 08, 2010 21:05:15
I've posted a couple origins on my blog in addition to an alternate system for choosing origins.

Two-Headed Origin:  glimmthegnome.wordpress.com/2010/10/20/t...

Survivor Origin:  glimmthegnome.wordpress.com/2010/11/03/o...

Specialized Origin Tables:  glimmthegnome.wordpress.com/2010/11/01/s...  
          
#73

dudesock

Nov 08, 2010 21:36:57
I love your Two-Headed. Well done!
#74

Chandrak

Nov 08, 2010 22:37:52
Lol wow, if I do a right-up of Pistol Shrimp, and include Dr Comics 3, thats another 14 already since I did the last PDF.

Clearly, this aspect of homebrew for GW is pretty popular. I'm surprised we havent been seeing big lists of Ancient Junk / Omega Tech / Alpha Mutation homebrew stuff yet.
#75

wulv

Nov 09, 2010 8:45:40
lol wow looks like a compilation 2 is in the works lol
#76

Chandrak

Nov 10, 2010 1:06:53
lol wow looks like a compilation 2 is in the works lol



Haha yeah, looks that way. Just need a few more from people and I can make another one I'll be updating the front post shortly with at least mentions of this new stuff.
#77

Chandrak

Nov 10, 2010 1:22:02
So I was very motivated writing up some enw Origins that were stuck on my brain after half a dozen games now. After adding all the drafts I have 24 Origins almost done. Just have to format them all.



Any chance of getting you to post some of them here? ;)
#78

Tony_Vargas

Nov 11, 2010 17:35:57
The one I was surprised about was Squidling, since theres a big ol picture of an octopus woman on the cover, and I didnt see a monster or an origin relating to that.

There is a 'tentacles' mutation card.

More furry mutants than just the Felinoid and the Yeti (Ursoid) might not be a bad idea, though.  A scaly origin or two would be nice.  Maybe a Serpent and a Warm-blooded Saurian?

Never did get around to serpent...



Serpentine

Serpentine



You're a cold-hearted snake...


Appearance:
  You are scaly and cold-blooded, you may be serpentine or lithely humanoid, depending on your other origin. 

Mutant Type:
Constitution; Bio; +2 to Bio overcharge.
Skill Bonus (Level 1): Gain a +4 to Interaction checks to intimidate or tell believable lies.
Cold-Blooded (Level 1):  +2 to Fort.  You have resist 5 poison & radiation, vulnerable 5 cold, and are slowed until the end of your next turn when you take cold damage.
Serpentine Motion (Level 1):  You deduct 1 from your speed, but climb and swim at that speed. 
Serpent-tooth Critical (Level 2 or 6):
When you score a critical hit you deal 1d4 extra damage on that attack and the target gains ongoing poison damage as if it had been hit with your Strike! novice power - if you critically hit with that power, the ongoing poison damage is increased by 5.

Strike!  (Serpentine Novice)
In the blink of an eye...
At-Will *
Bio, Physical
Standard Action                            Melee: 2
Target: One creature.
Attack: CON + your level vs. REF.
Hit: 1d4 + your CON mod physical damage and the takes ongoing 2+your level poison damage (save ends).

Shed Your Skin (Serpentine Utility)
You slough off your old self, and stand (er, coil) anew.
Encounter • Bio
Standard  Action                          Personal
Effect:  You can discard any readied Alpha Mutations you no longer want, ending their effects immediately (for instance, getting rid of the consequences of a failed Overcharge check).  You also heal 5 + CON hps and can make a save against each effect on you that a save can end.

Crushing Coils (Serpentine Expert)
You wrap around a foe and crush the life out of it.
Encounter
• Bio, Physical
Standard Action                            Melee 1
Target: One creature.
Attack:
Constitution + your level vs. AC
Hit: 2d10 + CON Mod + twice your level physical damage and the target is grabbed and takes ongoing physical damage equal to your level until it escapes from the grab.  You have a +5 to your defenses to resist the target's escape attempts.
Miss:   1d6 + CON Mod + level and the target is grabbed.
#79

dudesock

Nov 11, 2010 19:37:35
So I was very motivated writing up some enw Origins that were stuck on my brain after half a dozen games now. After adding all the drafts I have 24 Origins almost done. Just have to format them all.



Any chance of getting you to post some of them here? ;)




Yeah I will get them finished & posted this weekend.

I got about 9 drafted so far, we will see how many get finished by then. 
#80

FaustianPenguin

Nov 11, 2010 22:44:58
I love your Two-Headed. Well done!



Whoever compiles this should note that Pay Attention doesn't work. You can't take Immediate Reactions onces dazed, stunned, or dominated. It has to be an interrupt and worded differently.
#81

FaustianPenguin

Nov 11, 2010 23:43:10
Squamous
You defy form and function on such a horrifying level that your mere presence portends the downfall of your enemies.

Mutant Type: Cha; Psi; +2 to psi overcharge.
Skill Bonus (Level 1): Gain a +4 to Conspiracy checks.
Mind of the Aeons (Level 1): Gain a +2 bonus to Will
Biliferous Form (Level 1): During the first round of combat, any enemy that can see you is weakened until the end of their turn. You also take a -4 penalty to Interaction checks.
Squamous Critical (Level 2 or 6): When you score a critical hit, the target takes ongoing 10 psychic damage (save ends).


Icky Ichor (Squamous Novice)
You dowse your enemy in a thick, vile slime, composed of some otherwordly bodily fluids
At-Will * Psi, Psychic
Standard Action     Melee 1
Target: One creature
Attack: Charisma + your level vs. Reflex
Hit: 2d6 + Charisma modifier + your level psychic damage, and the target is dazed until the start of your next turn.

Painful Ululation (Squamous Utility)
You utter an interdimensional scream as you suffer from a dire wound.
Encounter * Psi, Sonic
Immediate Reaction    Close burst 5
Trigger: You become bloodied
Effect: Each enemy in the burst grants combat advantage to the first attack made against it until the start of the triggering enemy's next turn.

Gibbous Effluence (Squamous Expert)
You appear to take on the partial form of an amorphous blob, while simultaneously retaining your ruggose horror.
Encounter * Psi, Psychic
Special: Shift your move speed when you make this attack. You gain phasing during this movement
Standard Action        Melee 1
Target: Each creature you can reach as you shift.
Attack: Charisma + your level vs. Fortitude
Hit: 1d10 + Charisma modifier + your level psychic damage, and the target is immobilized until the start of your next turn.
Effect: Half damage. You are considered insubstantial until the start of your next turn.
#82

Oraibi

Nov 12, 2010 11:10:20
During the first round of combat, any creature that can see you is weakened until the end of their turn.


I'm not sure anyone would want you on their team.

#83

flintlocke

Nov 13, 2010 9:02:09
During the first round of combat, any creature that can see you is weakened until the end of their turn.


I'm not sure anyone would want you on their team.




edit: just take up the rear of the group and tell your party members not to look behind you.
#84

FaustianPenguin

Nov 13, 2010 10:21:15
Whoops. It's supposed to represent new people being horrified by your appearnace. I'll rectify it.
#85

Chandrak

Nov 13, 2010 10:21:47
So, who's in a game that allows these homebrew ones? We've been using them in my game with great success, and I'd like to hear about what people are playing!

My current group has:
Telekinetic Doppleganger
Sharkoid Squidling
Wolfen Plant
Gamma Felinoid
Darkling Mind-Deciever
Saurian Goatfolk
Hypercognitive Weather Witch
#86

dudesock

Nov 13, 2010 21:52:52

Prehistoric



Prehistoric: Constitution, +2 Bio


            Skill Bonus (Level 1): +4 Nature


            Defense Bonus (Level 1): +2 Fortitude


            Zug, Zug (Level 1): You suffer a -2 penalty to Omega Tech Charging, but double your level when calculating Salvaging Omega Tech cards.


            Prehistoric Critical (Level 2 or 6): When you score a critical hit, the target is dazed (save ends).


 


            Club, Smash! (Prehistoric Novice)


            At-Will Bio, Physical


            Standard Action                       Melee 1


            Target: One creature


            Attack: Constitution + your level + weapon accuracy vs AC


            Hit: 1[W] + Constitution modifier physical damage + your level and each creature adjacent to target suffers your Constitution modifier physical damage.


 


            Thick Skull, Tiny Brain (Prehistoric Utility)


            Encounter         Bio, Stance


            Free Action                  Personal


            Effect: You gain Resist 5 Physical, but suffer a -2 to Will and Reflex Defenses.


            Sustain Minor: The effect continues


 


            Let There Be Fire! (Prehistoric Expert)


            Encounter         Bio, Fire


            Standard Action                       Close Burst 1


            Target: Each creature in burst


            Attack: Constitution + your level + 2 vs. AC


            Hit: 1d10 + Constitution + your level fire and physical damage.


            Effect: Push each creature in burst 1 square and you deal +2 fire damage on your melee attacks for the encounter.


 
#87

dudesock

Nov 13, 2010 22:44:47
And I wrote this up quick after being inspired by the Gamma Music thread:

Cydonian



Cydonian


            You stand for yourself and others while making your own destiny because no one messes with the stash, the hat, and cowboy-fu!


            Mutant Type: Charisma, +2 Dark


            Tiger Style: +4 Athletics


            Snake Style: +2 Reflex


            Shaolin Bear Strike: You can use Charisma for Quick Attack and Powerful attack and increase their weapon accuracies by one.

Cydonian Critical (Level 2 or 6): When you score a critical hit, the attack deals an extra 1d10 damage and knock the target prone. 


 


            Flying Eagle


            At-Will Dark, Physical


            Standard          Melee 1


            Target: One creature


            Attack: Charisma + your level vs. Reflex


            Hit: 1d6 damage + your Charisma modifier + your level and push the target 1 square.


            Special: When charging, you can use this power in place of a melee basic attack.


 


            Circle of Death


            Encounter         Dark


            Immediate Interrupt      Personal


            Trigger: You are missed by an attack


            Effect: The attacker makes the same attack against itself.


 


            Flaming Energy Ball


            Encounter         Dark, Fire


            Standard Action           Range 10


            Target: One creature


            Attack: Charisma + your level vs. Reflex


            Hit: 2d10 damage + Charisma modifier + double your level fire damage.


            Miss: Half Damage


            Special: You may delay the attack by using it on your next turn's standard action to gain an extra 2d10 damage.


 
#88

moosekickedmysisterstoof

Nov 15, 2010 14:22:01
I'd like to see a scorpion origin. I figure it won't be covered under "arachnoid."
#89

Tony_Vargas

Nov 15, 2010 14:59:28
Scorpinoid

Scorpinoid



Scorpions have a bad reputation as ill-tempered, vicious, and liable to sting for the sheer joy of stinging.   You'd like to prove that reputation is undeserved.  You'd like to, but stinging is so much more fun.


Appearance:
  While mutated from arthropod stock, you may not have as chitinous an apearance as a cockroach or arachnoid.  You do retain at least one defining feature of your heritage, though: a poisonous stinger at the end of a curled, segmented, tail. 

Mutant Type: 
Dexterity; Bio; +2 to Bio overcharge.
Skill Bonus (Level 1): Gain a +4 to Stealth checks.
Save Bonus (Level 1):  +2 to FORT.  
Ambush Predator (Level 1):  You can take a Move and a Standard Action on a surprise round in which you are able to act.  If you hit an enemy on a Surprise round you inflict an extra 1d12 damage.   
Vicious Critical (Level 2 or 6):
When you score a critical hit you deal 1d10 extra damage on that attack and the target is weakened until the end of its next turn.

Sting!  (Scorpinoid Novice)
It's your nature...
At-Will •
Bio, Physical, Poison
Standard Action                            Melee: 1
Target: One creature.
Attack: DEX + your level vs AC.
Hit: 1d6 + your DEX mod + level physcial damage.  If the target takes any damage from the attack, make a secondary attack:
Target: One creature.
Attack: DEX + your level vs FORT.
Hit: 1d8 + level poison damage, and the target is slowed until the end of your next turn.  

Revel In It (Scorpinoid Utility)
As you sting your enemies, you are energized by the sheer joy of it.
Encounter • Bio
Free Action                          Melee 1
Trigger: 
You hit with your Sting! power's secondary attack, or score a critical hit in melee.
Effect:   The triggering target takes ongoing poison damage equal to your level (save ends).   You  can choose to gain 10 temporary hps or make a saving throw against an effect that a save can end.

Hate's Poison (Scorpiniod Expert)
Your hatred for you foe concentrates in your venom .
Encounter 
• Bio, Phychic, Poison
Free Action                            Melee 1
Trigger: 
You hit an enemy with your Sting! novice power.
Effect:  You make the following attack against the target you just hit, instead of the usual secondary attack of the Sting! power.
Attack: DEX + your level vs FORT.
Hit: 3d8 + 2xlevel poison & psychic damage, and the target is slowed (save ends), first failed save: immobilized (save ends), second failed save: stunned (save ends), third failed save: reduced to zero hps.  
Miss:  1d8 + level poison damage, and the target is slowed (save ends).
#90

dudesock

Nov 15, 2010 18:44:18
I'll try to fill in with narrations in all of my Origins.
Tony_Vargas has some great ones, so it will be hard to follow. 
#91

GlimmTheGnome

Nov 15, 2010 23:05:51
I love your Two-Headed. Well done!



Whoever compiles this should note that Pay Attention doesn't work. You can't take Immediate Reactions onces dazed, stunned, or dominated. It has to be an interrupt and worded differently.



Thanks,  I'll update the wording to make it an Interrupt.
#92

Son_Of_Stewalker

Nov 16, 2010 10:51:33




Major Update 11/10/10
Second post updated with new origins that can be found in various places. Most of them can be found here in the thread, with a few found in people's public blogs. We're about 2/3 of the way through another full batch of 20. I'll work up a second pdf once we reach it.



Where is the Nov 10 Update? The link above just takes me to Oct 28th

#93

Chandrak

Nov 17, 2010 9:00:15


Where is the Nov 10 Update? The link above just takes me to Oct 28th




Note that it says the 2nd post is what was updated. All I did was update the list of origins posted in thread, not the pdf :P


I've been busy lately; should have time to do a new pdf this weekend though, so keep tuned
#94

Son_Of_Stewalker

Nov 17, 2010 14:10:47


Where is the Nov 10 Update? The link above just takes me to Oct 28th




Note that it says the 2nd post is what was updated. All I did was update the list of origins posted in thread, not the pdf :P


I've been busy lately; should have time to do a new pdf this weekend though, so keep tuned



Sorry,  I did not understand. 

Am I correct in assuming that anything in the second post that is not listed with a link is contained within this discussion? 

Is there a way to mark the list of Origins to indicate which ones are documented in PDF?

Thanks for compiling all of this.  I am looking forward to reading the document.

---
Scott Stewart
#95

Chandrak

Nov 17, 2010 18:23:37

Am I correct in assuming that anything in the second post that is not listed with a link is contained within this discussion?


Correct.

Is there a way to mark the list of Origins to indicate which ones are documented in PDF?


'Fraid not. Not a bad idea though, maybe I ought to organize it a bit more when I can.

---
Scott Stewart



#96

Tony_Vargas

Nov 18, 2010 15:03:43
Clone is a special origin, like Engineered Human.  You are a Clone if you roll a secondary origin identical to your primary origin.  Well, or if you choose to be a Clone using the chicken method. 

Clone

Clone


You had no mother or father, just a test tube and an eye-dropper and a womb with a view.  You are a copy of another being that had a life before you.  Sometimes you think you can remember the lives of your prior selves.


Appearance:
  You look exactly like the creature you are a clone of.  Well, unless you mutated in vitro.  You may have clone 'brothers' who share that appearance.   Your other origin should help you decide who or what you are a clone of.

Mutant Type: 
Same as other origin; Same as other origin; Same as other origin.
Skill Bonus (Level 1):   Same as other origin.
Save Bonus (Level 1):  Same as other origin.  
Gene Correction (Level 1):   When you fail an Overcharge roll you can choose to discard the Alpha mutation instead of suffering the failed Overcharge effect.  If you do, you have one less readied Alpha mutation for the rest of the encounter.    
Clone Critical (Level 2 or 6):
When you score a critical hit you can make a basic attack as a free action.  You cannot score a critical hit with the free attack.

Vat-trained  (Clone Novice)
While you were growing to maturity your muscle-memories were programmed with fighting skills.
At-Will • Physical, Weapon
Standard Action                            Melee or Ranged: Weapon
Target: One creature.
Attack: STAT (Your highest stat) + your level vs AC.
Hit:  1[W]+STAT+1xlevel and you gain a +2 bonus to AC and REF until the end of your next turn.

Deja You (Clone Utility)
You draw on gene-memories of your past incarnations' experiences.
Encounter •
Free Action                          Personal
Trigger: 
You fail a skill check or attack roll.  
Effect:   You roll 1d6 and add it to the check.  You use the new result.

The Backup (Clone Expert)
The best thing about being you... There are so many "you"s.
Encounter
• 
Not An Action                            Personal
Trigger: 
You fail a death save.
Effect:  You teleport to the edge of the map, regain hps equal to your bloodied value, discard and re-draw your Alpha Mutations, and draw one Omega Tech card from your player deck.  The rest of your Omega Tech and any other gear you had, along with a dead body that looks just like you, remain in the square you were in.  You are standing, equipped with an explorers kit, two weapons and armor of your choice (and the one Omega Tech card you drew) and have a +2 bonus to all defenses until the start of your next turn.
#97

snarls_at_fleas

Nov 19, 2010 18:05:18
@Tony_Vargas
The Clone is great.

With so many wonderful new origins I'm really tempted to TPK my whole party and start anew

BTW soon we'll be rolling d100 for origins I guess. 
#98

frostden

Nov 19, 2010 21:40:03

EDIT: The following is obsolete, and has been revised later in the thread. Original post retained so that critisisms make sense in the context of the thread.

The undead origin. It has a heavy emphasis on zombie like resilience (Basically all of its powers and traits increase survivability). I'm happy for any suggestions if its reslience should be chopped down, or its damage/control increased.

Undead

UNDEAD
 


You were dead. But then, by lazarus virus, detroid cyber police force program, or the worcester sauce inadvisably used as embalming fluid, you got better.Are you bitter that you'll never lead a normal life, or chuffed that you don't have to pay taxes, and count anything that doesn't pulp the brain as a "flesh wound".

Apearance:   You're neck deep in the uncanny valley. You look like what your other origin looks like floating down a river with kids prodding it with sticks.
                                  
Mutant Type: Con; Dark; +2 to Dark overcharge.
Skill Bonus (Level 1): Gain a +4 to Athletics checks.
Can't hit what aint there (Level 1): Gain a +2 to WILL. 
Play Dead (Level 1): Any time you take damage, you may go prone as a free action. Before attacking you while prone, enemies must hit with the following attack to penetrate your deceit: Their wisdom + their level vs your will. If this prelude attack misses, they may attack another target. If the attack hits, they may use a minor action to allow one of their allies who can hear them to attack you without making this attack.
Undead Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and the horrified target may not attack you until the end of your next turn. 

Nom Nom Nom (Undead Novice)
It's weird, you don't need food, but you've always got the munchies.
At will • Dark
Standard Action/Free action while dead                     Melee weapon
Target: One creature
Attack: Constitution + Your level + weapon accuracy vs. AC
Hit: 1 [W] + your level physical damage, and the target is restrained until the end of your next turn.
Effect: You gain 5 temporary hitpoints
Special: You may make this attack as a free action on your turn if you're on 0 hit points or fewer. If you were on 0 hitpoints or fewer, you gain combat advantage for this attack. If the attack hits, you gain one hitpoint (and 5 temporary) and your turn ends.

Un-un undead (Undead Utility)
They want to un your undead, making you just regular dead. It's time to un their un undeading.
Encounter • Dark
Free action      Personal
Trigger:  You would make a death save
Effect:   You return to life with 10 hitpoints, prone, with all the effects of Playing Dead.

He's right behind you! (Undead Expert)

Why do people find it so hard to tell if you're dead, or just sleeping? They get the biggest shocks when you turn up RIGHT BEHIND THEM!!!
Encounter • Undead, Teleportation
Standard Action             Melee weapon w/in 10
Target: One creature.
Attack: CON + your level + Weapon accuracy vs. AC
Hit:  3 [W] + Contsitution modifier + twice your level physical damage
Effect:  Gain 20 temporary hitpoints.
Special: You may make this attack as a free action on your turn if you're on 0 hit points of fewer. If you were on 0 hitpoints or fewer, you gain combat advantage for this attack. If the attack hits, you gain one hitpoint (and 20 temporary hitpoints) and your turn ends.

    

#99

frostden

Nov 19, 2010 23:16:09



#100

guest1412820596

Nov 19, 2010 23:28:34
Undead just seems way overpowered.

"Play dead" should be a utility power and the Wis Attack vs your Will is too weird.

It could be a Utility. Drop Prone, cannot be attacked (way more simpler). Gain combat advantage to all creatures at start of your next turn.

Then make Un-un Undead your trait: When you pass a death save, you are conscious and start at HP equal to your level.

Plus Nom- Nom way too good to be At-Will, with THP effect, and restrained.
And why is it a weapon?

Make it a Minor At-Will only against grappled targets.
Hit: Con mod + your level in damage and gain 5 temporary hit points. 
#101

dudesock

Nov 19, 2010 23:33:09
I'll agree with GuestX

Its a good start on Undead, but Play Dead is wonky and broken.

Plus I'd just rename it Zombie... who wouldn't want to be a Zombie Yeti... 

On a sidetrack: I'd love to get some critique on my Origins as well.
Then I can sleep easy at night. 
#102

frostden

Nov 20, 2010 0:19:53

Improved with respect to feedback.

Zombie

Zombie
 


You were dead. But then, by lazarus virus, detroit cyber police force program, or the worcester sauce inadvisably used as embalming fluid, you got better. Are you bitter that you'll never lead a normal life, or chuffed that you don't have to pay taxes, and count anything that doesn't pulp the brain as a "flesh wound".

Apearance:   You're neck deep in the uncanny valley. You look like what your other origin looks like floating down a river with kids prodding it with sticks.
                                  
Mutant Type: Con; Dark; +2 to Dark overcharge.
Skill Bonus (Level 1): Gain a +4 to Athletics checks.
Can't hit what aint there (Level 1): Gain a +2 to WILL. 
Un-un undead (Level 1): They want to un your undead, making you just regular dead. It's time to un their un undeading. When you pass a death save, return to life with hitpoints equal to your level.

Undead Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and the horrified target may not attack or damage you until the end of your next turn. 

Nom Nom Nom (Zombie Novice)
It's weird, you don't need food, but you've always got the munchies.
At will • Dark
Standard Action/Free action while dead                     Melee
1
Target: One creature
Attack: Constitution + Your level vs Reflex
Hit: Your level physical damage, and the target is restrained until the end of your next turn.
Effect: You gain 5 temporary hitpoints
Special: You may make this attack as a free action on your turn if you're on 0 hit points or fewer. If you were on 0 hitpoints or fewer, you gain combat advantage for this attack. If the attack hits, you gain one hitpoint (and 5 temporary) and your turn ends.

Play Dead (Zombie Utility)
For some reason, it's easy for you to pass as a corpse. They get a hell of a suprise when you're not.
Encounter • Dark, Stance
Immediate Interupt      Personal
Trigger: You would take damage
Effect:   Stance: You take no damage and go prone. You cannot move, attack, or be attacked until you end this stance as a minor action, or until an enemy sees through your deceit. You may still be hit by burst/blast/aura that you are collaterally caught in (GM's discretion). As a minor action an adjacent enemy may make an attack of their wisdom + their level vs your will to end this stance. If they fail this check you may stand and make a basic melee attack with combat advantage as a free action and end this stance.


He's right behind you! (Zombie Expert)

Why do people find it so hard to tell if you're dead, or just sleeping? They get the biggest shocks when you turn up RIGHT BEHIND THEM!!!
Encounter • Undead, Teleportation
Standard Action             Melee weapon w/in 10
Target: One creature.
Attack: CON + your level + Weapon accuracy vs. AC
Hit:  3 [W] + Contsitution modifier + twice your level physical damage. Gain 20 temporary hit points.
Effect:  Teleport adjacent to the target, ignoring line of sight requirements.
Special: You may make this attack as a free action on your turn if you're on 0 hit points of fewer. If you are on 0 hitpoints or fewer, you gain combat advantage for this attack. If the attack hits, you gain one hitpoint (and 20 temporary hitpoints) and your turn ends.

    

#103

frostden

Nov 20, 2010 0:45:40

Prehistoric



Prehistoric: Constitution, +2 Bio


            Skill Bonus (Level 1): +4 Nature


            Defense Bonus (Level 1): +2 Fortitude


            Zug, Zug (Level 1): You suffer a -2 penalty to Omega Tech Charging, but double your level when calculating Salvaging Omega Tech cards.


            Prehistoric Critical (Level 2 or 6): When you score a critical hit, the target is dazed (save ends).


 


            Club, Smash! (Prehistoric Novice)


            At-Will Bio, Physical


            Standard Action                       Melee 1


            Target: One creature


            Attack: Constitution + your level + weapon accuracy vs AC


            Hit: 1[W] + Constitution modifier physical damage + your level and each creature adjacent to target suffers your Constitution modifier physical damage.


 


            Thick Skull, Tiny Brain (Prehistoric Utility)


            Encounter         Bio, Stance


            Free Action                  Personal


            Effect: You gain Resist 5 Physical, but suffer a -2 to Will and Reflex Defenses.


            Sustain Minor: The effect continues


 


            Let There Be Fire! (Prehistoric Expert)


            Encounter         Bio, Fire


            Standard Action                       Close Burst 1


            Target: Each creature in burst


            Attack: Constitution + your level + 2 vs. AC


            Hit: 1d10 + Constitution + your level fire and physical damage.


            Effect: Push each creature in burst 1 square and you deal +2 fire damage on your melee attacks for the encounter.


 
#104

Tony_Vargas

Nov 20, 2010 14:03:35
Rename and refluff this origin to "Ancestral memory" and you've got me hooked. 'You want to lead your own life in a menial job, but the memory of the overwhelming 99.9% versions of you who were great military or cultural leaders before the accident hammer at your mind.'
Giant Hitler? Seismic Lincoln? Hell yeah.

I think there's a forthcoming origin in Famine in Far-Go - 'Mythic,' perhaps - that's been hinted at that might be something like that, too.  Or not.  I definitely like the concept.

Ancestral Memory could be Psi, if you're re-incarnated or retrocognitive, or Bio, if it's race-memories carried in your DNA. 

Do you mind if I reflavour your Cosmic to include in its spectrum Hardlight Holograms ala Red Dwarf? I was going to write a hologram, but then saw that the utility and broad concept you used for your cosmic was identical. I'm not sure Gamma World has enough brain space to encompass photonics, cosmics, and holograms.

Hardlight Hologram would be a very cool origin. 

#105

moosekickedmysisterstoof

Nov 21, 2010 16:27:30
Scorpinoid

Scorpinoid



Scorpions have a bad reputation as ill-tempered, vicious, and liable to sting for the sheer joy of stinging.   You'd like to prove that reputation is undeserved.  You'd like to, but stinging is so much more fun.


Appearance:
  While mutated from arthropod stock, you may not have as chitinous an apearance as a cockroach or arachnoid.  You do retain at least one defining feature of your heritage, though: a poisonous stinger at the end of a curled, segmented, tail. 

Mutant Type: 
Dexterity; Bio; +2 to Bio overcharge.
Skill Bonus (Level 1): Gain a +4 to Stealth checks.
Save Bonus (Level 1):  +2 to WILL.  
Ambush Predator (Level 1):  You can take a Move and a Standard Action on a surprise round in which you are able to act.  If you hit an enemy on a Surprise round you inflict an extra 1d12 damage.   
Vicious Critical (Level 2 or 6):
When you score a critical hit you deal 1d10 extra damage on that attack and the target is weakened until the end of its next turn.

Sting!  (Scorpinoid Novice)
It's your nature...
Encounter 
Bio, Physical, Poison
Standard Action                            Melee: 1
Target: One creature.
Attack: DEX + your level vs AC.
Hit: 1d6 + your DEX mod + level physcial damage.  If the target takes any damage from the attack, make a secondary attack:
Target: One creature.
Attack: DEX + your level vs FORT.
Hit: 1d8 + level poison damage, and the target is slowed until the end of your next turn.  

Revel In It (Scorpinoid Utility)
As you sting your enemies, you are energized by the sheer joy of it.
Encounter • Bio
Free Action                          Melee 1
Trigger: 
You hit with your Sting! power's secondary attack, or score a critical hit in melee.
Effect:   The triggering target takes ongoing poison damage equal to your level (save ends).   You  can choose to gain 10 temporary hps or make a saving throw against an effect that a save can end.

Hate's Poison (Scorpiniod Expert)
Your hatred for you foe concentrates in your venom .
At Will 
• Bio, Phychic, Poison
Free Action                            Melee 1
Trigger: 
You hit an enemy with your Sting! novice power.
Effect:  You make the following attack against the target you just hit, instead of the usual secondary attack of the Sting! power.
Attack: DEX + your level vs FORT.
Hit: 3d8 + 2xlevel poison & psychic damage, and the target is slowed (save ends), first failed save: immobilized (save ends), second failed save: stunned (save ends), third failed save: reduced to zero hps.  
Miss:  1d8 + level poison damage, and the target is slowed (save ends).
#106

moosekickedmysisterstoof

Nov 21, 2010 16:30:23
I really want to play an Earthworm Jim-esque character.
Anneloid origin, anyone?
#107

Chandrak

Nov 21, 2010 17:57:59
Partial Update - making the compilation right now. There's a few balance issues I think might need to be addressed from the sound of some of the comments in the thread. I'll do my best to address those as long as it doesn't make any big changes.

Im free the rest of the evening, so it'll be finished sometime tonight
#108

Chandrak

Nov 21, 2010 22:10:01
2nd Partial Update: Taking a bit longer than anticpated. This first compilation I used MSOffice2010 beta, which is now ended, so I had to switch to open office, which apparently hates the code used by the boards here - copy/pasting from peoples posts looks so horrendous that I'm typing everything in myself and formatting it.

However, it is proceeding little by little. I'm done up to Inspiring, which is #12, so only 8 more to go.
#109

Tony_Vargas

Nov 22, 2010 12:40:08
BULLY!

I like this one a lot. Having said that, the only thing I would change would be either making Con its primary stat or grant it the +4 bonus to Fort instead of Ref. After all, scorpions are extremely hardy. They can go for weeks without food and they can survive for several days underwater.

Yeah, I considered CON primary.  I wanted it to be good at Stealth and have an Initiative bonus, so went with DEX.  I could have gone with CON, made 'Ambush Predator' a simple Init bonus.   I was also trying to make it different from Serpent, which was also poisonous and hardy.    The WILL bonus was a veiled reference to astrology.  ;)    I'll change it to FORT.


#110

Tony_Vargas

Nov 22, 2010 12:41:54
I'd prettymuch run out of my own ideas, but I can do requests...

I really want to play an Earthworm Jim-esque character.
Anneloid origin, anyone?



Anneloid

Anneloid



The word 'worm' is derived from the anglo-saxon 'vyrm' which meant 'worm' but also meant 'dragon.'  You're not a dragon.


Appearance:
  You are soft-bodied, slimy, invertebrate.  You're most likely dull earth-colored or sickly white, but could have some more dramatic color. 

Mutant Type: 
CON; Bio; +2 to Bio overcharge.
Skill Bonus (Level 1): Gain a +4 to Nature checks.  You also have a +4 bonus to athletics or accrobatics checks to escape from a grab (or +2 bonus to saves against immobilization, I suppose, since there's no Grab in GW).
Save Bonus (Level 1):  +2 to FORT.  
Rectilinear Motion (Level 1):  You can tunnel through soft earth, sand, or mud at half your speed (you do not leave an open tunnel behind you), and can squeeze through narrow openings as if you were two size classes smaller.  You can shift  while Prone and do not grant combat advantage for being prone. 
Conqueror Worm Critical (Level 2 or 6): 
When you score a critical hit, you inflict an extra 1d6 damage, and the target is confronted with the inevitability of its own death (if alive) and is stunned until the start of your next turn.  Creatures that are immortal or not alive (like Androids and Robots) are not stunned.

Flexible Attack  (Anneloid Novice)
Your boneless limbs allow you to strike from odd angles with surprising force.
Encounter 
Bio, Physical, Weapon
Standard Action                            Melee: 2
Target: One creature.
Attack: CON + your level vs AC.  You have Combat Advantage for this attack if an ally is adjacent to the target.
Hit: 1[W] + your CON mod + level physcial damage.

Regeneration (Anneloid Utility)

Ever cut a worm in half?  :smack: "that's for abusing my relatives you sick ****!."
Encounter • Bio
Not an Action                          Personal
Trigger: 
You succeed on a Death Save.
Effect:   You use your second wind.  If you have already used your second wind this encounter, you regain 10+ your level hps. 

Worm Food (Anneloid Expert)
They all will be, one day.
At Will 
• Bio
Standard Action                            Melee 1
Target:
  One bloodied creature.
Attack:  CON + your level vs FORT.
Hit: 3d6 + CON + 2xlevel damage, and the target is weakened (save ends).  You regain hps equal to twice your level.   If the target is still adjacent to you, and still weakened at the start of your turn, you have Regeneration equal to your CON bonus.
#111

Chandrak

Nov 22, 2010 13:40:29
Ok, sorry it took a bit longer than expected, but the new one is up now. As a note, I did end up tweaking things a bit here and there - most things were small adjustments to damage or attack rolls to bring them in line with other powers. (One for instance had a +10 to the attack roll, which basically means you'd never miss since it counters the base +10 to defenses - itd be your roll veruses thier defense' ability modifier).

One thing I *did* mess with in a big way was Scorpionoid - I noticed Tony, that your Sting! power was actually almost identical to the Felinoid's power, assuming both hits. It boiled down to 1d6+1d8 (instead of 2d6), Ability Modifier, and 2x Level damage, plus a status effect of some kind. Yours was slow, which is better than CA, but yours also deals less damage on a single hit than the felinoid (1x level instead of 2x). So, I bounced Sting! up to an at-will power, and bounced Hate's Poison down to an encounter power, which basically accomplishes the same thing in terms of how often you could use Hate's Poison. I'm hoping you won't mind - this would give players an opportunity to use thier stinger as a typical weapon, and limits the Expert Power in case WotC releases anything that'd let people use novice encounters a second time.

Another change I made was that in a few cases, there were at-will powers that caused the dazed condition, which is extremely powerful. Daze and stun (and weakened), should not be at-will powers. Even in normal 4E there is nothing that powerful. The only 'At-Will' powers that do that are psionic powers, and its only augmented so its not technically at-will anyway.

I did notice a tendency to label weapon powers as dealing physical damage - don't do this, because many Omega Tech salvage weapons actually deal other types of damage such as laser, or force. 'Physical' is a damage type in GW, and by specifying that the damage is physical in the power entry, you're changing the kind of damage such weapons would normally do. Physical damage should be specified for things like natural weapon-like attacks, like claws, bites, thrown rocks, headbutts, and so on, but not for weapon attacks. (Unless you're actually blungeoning them with a weapon and not using it, like a pistol whip or something, of course)

I kept the Zombie origin's original name of Undead, simply because I like it better. Not an objective choice, I realize, so if you want me to change it I will I just felt 'undead' allows a player more descriptive freedom in determining what exactly thier character is, since 'Zombie' tends to carry alot more context than just 'Undead'.

Also on the subject of Zombie, the way Nom Nom is written you can't actually use the power while unconscious (since you cant take actions, even free actions), so I had to make some alterations. I kept the function of the power intact though. Play Dead makes a little more sense if you play dead after actually getting hit with an attack: Seeing a guy get chunks blown out of him, then dropping to the ground is more likely to convince someone than seeing a laser go right past him ;P


On a completely unrelated note, I love how OpenOffice's auto-spellcheck knows the word "Squamous" but not "Shaolin" or "Interdimensional", which I would consider much more common than "Squamous" >.>

File will be up on the main post in a minute or two - just adding in credits now.
#112

Chandrak

Nov 22, 2010 13:46:29
D'oh, last minute changes. Curse you Tony ;P

Actually, I'll put Anneloid in too. Since Famine will have an Extraterrestrial Origin, I'll replace that one. I'll keep Extraterrestrial in the file though, but add it in as a note, like a variant people might want if they dont have the Famine set or something.
#113

Chandrak

Nov 22, 2010 14:41:42
Second PDF is officially up!

tinyurl.com/2atd68v
#114

Chandrak

Nov 22, 2010 15:11:10
I'd like to make a suggestion for anyone interested in making them - Glimm had an interesting idea in his blog for origins that are essentially intended for non-mutants, and his post game the idea for a set of themed origins.

Essentially, we could design some origins around various 'class' concepts, intended to be used with things like Clone or Engineered Human. He mentioned some things like Gearhead, Medic, Survivor, and some others - things that aren't necessarily mutations, but represent something that your character is particularly good at. Essentially, skill- or occupation- centric origins.

Arcanist and Illusionist somewhat reflected this when I made them, and I've seen some threads asking about ways to transfer 4E classes into GW. I don't think that would work directly, but we probably could create a list of origins vaguely related to that with a more sci-fi feel to them. Likewise, Dr.Comics Age-based origins fit in with that theme as well - things that represent origins other than just mutations / strange circumstances.

Anyone have any suggestions? Before we start making origins for such a thing, it would be prudent to come up with a system/theme, and maybe a list, for people to try thier hand at.
#115

snarls_at_fleas

Nov 22, 2010 16:35:14
I can't access the file. Wrong link?
#116

Chandrak

Nov 22, 2010 17:20:21
Wierd. Yeah I set the file such that supposedly anyone with a link could get it without signing in, but its taking me to the sign in page.

Gimme a min or two to try and fix.
#117

Chandrak

Nov 22, 2010 17:24:16
Ok, fixed. Im not entirely sure what caused the problem; I suspects that its because I uploaded the file and changed the security settings afterwards. Maybe that affected the link somehow (even though I linked to it AFTER changing settings.

*Shrug* I can see it now while not logged into google, so it should work.
#118

snarls_at_fleas

Nov 22, 2010 19:24:25
Great! Now everything works quite good.
Thanks for all the hard work.
BTW my MS Office 2010 if fully functional, so if I can help with anything just drop me a line. 
#119

Chandrak

Nov 22, 2010 22:14:18
Great! Now everything works quite good.
Thanks for all the hard work.
BTW my MS Office 2010 if fully functional, so if I can help with anything just drop me a line. 



I might do that, actually ;P The biggest issue is two things . . . namely, for some reason when I use OpenOffice to open the MSOffice text used to create pdf #1, maybe 1/4 of the spaces are replaced with an odd vertical grey bar, and also that for some reason it double or triple spaces everything at wierd intervals.

I'm honestly not sure what causes it, and don't know OpenOffice's menus well enough yet to know how to fix the spacing issues without just resorting to selecting everything and flagging 'default formatting' - which does fix the spacing, but removes bold/italics/coloring/sizing/etc. I know how to go into the settings and change distances between carriage returns / paragraphs, and how to tell it to double/triple space things, but apparently that's not what the issue is, because changing those doesn't fix it.

It's got me stumped, so atm I'd have to go through everything line-by-line anyway, so I might as well just retype it into my template in the first place. At least then I don't have to format things.
#120

guest1412820596

Nov 23, 2010 0:16:37
Only 1 mistake I noticed (other then a few extra commas)

Canine- Bite Hold has Ranged weapon listed

Love the Cydonian!!!!! Can't have enough !!!! for that one.

How many more until the next one? Tongue out

#121

GlimmTheGnome

Nov 23, 2010 0:19:01
I'd like to make a suggestion for anyone interested in making them - Glimm had an interesting idea in his blog for origins that are essentially intended for non-mutants, and his post game the idea for a set of themed origins.

Essentially, we could design some origins around various 'class' concepts, intended to be used with things like Clone or Engineered Human. He mentioned some things like Gearhead, Medic, Survivor, and some others - things that aren't necessarily mutations, but represent something that your character is particularly good at. Essentially, skill- or occupation- centric origins.

Arcanist and Illusionist somewhat reflected this when I made them, and I've seen some threads asking about ways to transfer 4E classes into GW. I don't think that would work directly, but we probably could create a list of origins vaguely related to that with a more sci-fi feel to them. Likewise, Dr.Comics Age-based origins fit in with that theme as well - things that represent origins other than just mutations / strange circumstances.

Anyone have any suggestions? Before we start making origins for such a thing, it would be prudent to come up with a system/theme, and maybe a list, for people to try thier hand at.




I'm planning to continue that series of origins after Thanksgiving (got sidetracked doing a dinosaur origin, and too busy this week with work and the holiday).  Gearhead is likely to be the next I post, but no guarantees on that.  I know another person (@atminn on twitter) has been working on a Scientist origin motivated by that post, but I'm not sure if he has it publicly available anywhere.  I'd love to see other people's interpretations of the ideas.

The Tyrannosaur origin I posted last week is here (it also includes a reskinned version for use as a Sharkoid origin but since they are mostly the same, only one version should be on a given random table):  glimmthegnome.wordpress.com/2010/11/19/j... 

EDIT:  And now, I realize that Saurian and Sharkoid have already shown up on the thread.  Mine could be used as a different take on either theme.
#122

Chandrak

Nov 23, 2010 10:16:51
Only 1 mistake I noticed (other then a few extra commas)

Canine- Bite Hold has Ranged weapon listed



Fixed it in my text. Let me know if you find any other mistakes - I haven't really proofread it other than a cursory glance. I'll be doing that today while I wait for the Shattering to take place in World of Warcraft in a few hours
#123

paulos

Nov 23, 2010 10:32:17
Here's my take on Glimm's Scientist (ie Omega Technician) and a 1st draft of Elephantoid I tossed together yesterday, which could easily be morphed into a fun Rhinoid.

EDIT: Shoot, I just realized GammaWorld doesn't technically have Charge rules, does it (featured in Elephantoid origin). Oh well, I figure everybody who's looking at this plays 4e anyway. 
#124

darkrose5000

Nov 23, 2010 11:26:26
I'd like to make a suggestion for anyone interested in making them - Glimm had an interesting idea in his blog for origins that are essentially intended for non-mutants, and his post game the idea for a set of themed origins.

Essentially, we could design some origins around various 'class' concepts, intended to be used with things like Clone or Engineered Human. He mentioned some things like Gearhead, Medic, Survivor, and some others - things that aren't necessarily mutations, but represent something that your character is particularly good at. Essentially, skill- or occupation- centric origins.

Arcanist and Illusionist somewhat reflected this when I made them, and I've seen some threads asking about ways to transfer 4E classes into GW. I don't think that would work directly, but we probably could create a list of origins vaguely related to that with a more sci-fi feel to them. Likewise, Dr.Comics Age-based origins fit in with that theme as well - things that represent origins other than just mutations / strange circumstances.

Anyone have any suggestions? Before we start making origins for such a thing, it would be prudent to come up with a system/theme, and maybe a list, for people to try thier hand at.




Here is a list of Vault occupations I came up with for a Gamma World / Fallout game I have been working on (listed from most expensive in the system to least).



  1. Doctor

  2. Reactor Technician

  3. Systems Programmer

  4. Electrician

  5. Tool & Die

  6. Plumber

  7. Mechanic

  8. Medical Assistant

  9. Security

  10. Fitness Instructor

  11. Hydroponics

  12. Leadership

  13. Education

  14. Maintenance

  15. Grooming

  16. Algae Processing

#125

Tony_Vargas

Nov 23, 2010 12:57:36
I'd like to make a suggestion for anyone interested in making them - Glimm had an interesting idea in his blog for origins that are essentially intended for non-mutants, and his post game the idea for a set of themed origins.

Essentially, we could design some origins around various 'class' concepts, intended to be used with things like Clone or Engineered Human. He mentioned some things like Gearhead, Medic, Survivor, and some others - things that aren't necessarily mutations, but represent something that your character is particularly good at. Essentially, skill- or occupation- centric origins.

I tried to start a thread on similar topic a while ago, and have some works-in-progress, there.

Origins as Classes

I also tried something similar as an aproach to Paragon GW levels:

No paragon for GW?

I'll transfer them both to this thread.


DoctorComics also had some ideas along those lines in his Blog:

PSH: Occupations

Generational Origins
#126

Tony_Vargas

Nov 23, 2010 12:58:10
Perhaps, more accurately, classes as origins.  The idea here is to use the origin mechanic to create classes for Gamma World.  Such classes would represent abilities gained through training, experience, and 'talent' in the more conventional sense, rather than mutant powers.  They're still origins in the sense that they're the result of your background or upbringing.  They could be placed in a random table, but it makes sense for the PC to choose one, as it can represent his persuit of a given interest or profession.  I'm starting with a list of possibilities, I'll add complete writeups under spoiler tags as I go.  Some of these are classes from the 4th ed of GW.


Explorer

Explorer


Even more than other adventurers, you feel called to discover the mysteries of Gamma Terra.  Whether your are driven by wanderlust, greed, curiosity, or a sense of wonder, you find it hard to settle into one place or occupation. 

Appearance:
   Explorers tend to be weathered even if relatively young, and dress and equip themselves to deal with as broad a variety of environments and dangers as possible. 

Mutant Type: 
DEX or INT; none; no overcharge bonus.
Skill Bonus (Level 1): Gain a +4 to Perception or Interaction checks.
Defense Bonus (Level 1):  +2  FORT defense
Resourceful (Level 1):  Whenever you need a piece of equipment - rope, rations, armor, weapons, even fuel or ammo (anything other than Omega Tech) - you can, at the end of your next short rest, roll a d20:  on a 10-20 you find, make, or improvise a suitable piece of equipment. 
Really Resourceful (Level 4 or 8, instead of an additional Alpha mutation):  You're never without normal gear you might need, including ammo, unless actually searched and stripped of equipment (even then, you can re-equip yourself fairly quickly given the opportunity).   You're even good at jurry-rigging and re-charging Omega Tech:  you gain a +2 bonus to Omega Charge checks and can salvage Omega Tech as if you were 2 levels higher.
Revealing Critical (Level 2 or 6):  When you score a critical hit, you notice the weakness in the target's defenses that you exploited and tell your allies about it.  Until the end of the encounter, you and your allies can score a critical hit against that specific enemy on a 19 or 20.  If you subsequently critically hit the same enemy, you inflict an additional +1d10 damage.

Probing Attack (Explorer Novice)
You attack carefully, noting how your opponent defends himself.
At-Will  •
Weapon
Standard Action                            Melee or Range: Weapon
Target:  One creature.
Attack:   DEX or INT vs AC.
Hit:  1[W]+(DEX or INT)+level damage and you or one ally you choose who can hear you gain a +2 bonus to the next attack against that creature.  

Keep Going  (Explorer Utility - level 3 or 7)
You are inured to hardship and pain.
Encounter •
Not an Action                            Personal
Trigger: 
You fail a save or are hit by an attack while bloodied.
Effect:  You repeat the save with a +4 bonus and re-gain 5+your level hps if you are bloodied.


Final Attack (Explorer Expert - level 5 or 9)
You muster your remaining determination for one last attack.
Encounter 
• Weapon
Standard Action                            Melee or Ranged: Weapon
Requirement:  You must be bloodied or weakened
Target: 
One bloodied enemy.
Effect:  
if you are weakened, the weakened condition ends.
Attack: 
 DEX or INT + level + Acc vs FORT.  You take no penalties to this attack roll.
Hit:  3[W]+ DEX or INT + 2xlevel damage, and the target takes ongoing 10 damage (save ends). 
Miss:   half damage and ongoing 5 damage until the end of your next turn.
Effect:   If the target is dropped, you are weakened until the end of your next turn, and fall prone at the end of your current turn.

#127

Chandrak

Nov 23, 2010 13:23:19
EDIT: Shoot, I just realized GammaWorld doesn't technically have Charge rules, does it (featured in Elephantoid origin). Oh well, I figure everybody who's looking at this plays 4e anyway. 



I mentioned that somewhere, actually - I think it was in the first pdf.

Basically I just said 'Hey look, some of these may use rules not actually addressed in GW. If it does, go look it up in 4E PHB'
#128

Tony_Vargas

Nov 23, 2010 14:34:52
The Tyrannosaur origin I posted last week is here (it also includes a reskinned version for use as a Sharkoid origin but since they are mostly the same, only one version should be on a given random table):  glimmthegnome.wordpress.com/2010/11/19/j... 

EDIT:  And now, I realize that Saurian and Sharkoid have already shown up on the thread.  Mine could be used as a different take on either theme.

My Saurian is /very/ different from the Sharkoid so I'm sure there'd be room for a toothy Tyranosaur or actual lizardy crocadilioalagator kind of thing....

#129

moosekickedmysisterstoof

Nov 23, 2010 16:34:43
I'd prettymuch run out of my own ideas, but I can do requests...

I really want to play an Earthworm Jim-esque character.
Anneloid origin, anyone?



Anneloid

Anneloid



The word 'worm' is derived from the anglo-saxon 'vyrm' which meant 'worm' but also meant 'dragon.'  You're not a dragon.


Appearance:
  You are soft-bodied, slimy, invertebrate.  You're most likely dull earth-colored or sickly white, but could have some more dramatic color. 

Mutant Type: 
CON; Bio; +2 to Bio overcharge.
Skill Bonus (Level 1): Gain a +4 to Nature checks.  You also have a +4 bonus to athletics or accrobatics checks to escape from a grab (or +2 bonus to saves against immobilization, I suppose, since there's no Grab in GW).
Save Bonus (Level 1):  +2 to FORT.  
Rectilinear Motion (Level 1):  You can tunnel through soft earth, sand, or mud at half your speed (you do not leave an open tunnel behind you), and can squeeze through narrow openings as if you were two size classes smaller.  You can shift  while Prone and do not grant combat advantage for being prone. 
Conqueror Worm Critical (Level 2 or 6): 
When you score a critical hit, you inflict an extra 1d6 damage, and the target is confronted with the inevitability of its own death (if alive) and is stunned until the start of your next turn.  Creatures that are immortal or not alive (like Androids and Robots) are not stunned.

Flexible Attack  (Anneloid Novice)
Your boneless limbs allow you to strike from odd angles with surprising force.
Encounter 
Bio, Physical, Weapon
Standard Action                            Melee: 2
Target: One creature.
Attack: CON + your level vs AC.  You have Combat Advantage for this attack if an ally is adjacent to the target.
Hit: 1[W] + your CON mod + level physcial damage.

Regeneration (Anneloid Utility)

Ever cut a worm in half?  :smack: "that's for abusing my relatives you sick ****!."
Encounter • Bio
Not an Action                          Personal
Trigger: 
You succeed on a Death Save.
Effect:   You use your second wind.  If you have already used your second wind this encounter, you regain 10+ your level hps. 

Worm Food (Anneloid Expert)
They all will be, one day.
At Will 
• Bio
Standard Action                            Melee 1
Target:
  One bloodied creature.
Attack:  CON + your level vs FORT.
Hit: 3d6 + CON + 2xlevel damage, and the target is weakened (save ends).  You regain hps equal to twice your level.   If the target is still adjacent to you, and still weakened at the start of your turn, you have Regeneration equal to your CON bonus.
#130

paulos

Nov 23, 2010 23:08:23
Love the Cydonian!!!!! Can't have enough !!!! for that one.

How many more until the next one? Tongue out


Cydonian _is_ awesome, unmistakably. It most definitely should have a link to this video embedded in it's description, it's all the Flavor text it needs, and no other words will do: 
www.youtube.com/watch?v=G_sBOsh-vyI

Also just realized Elephantoid is somewhat similar to Hoofed, though I think Hoofed is more for a horse, etc. I was actually thinking about giving Elephantoid -1 speed whereas Hoofed has +1 speed and focuses on mobility, so I guess it's unique enough.
#131

ExcalibursZone

Nov 26, 2010 0:12:37
One thing I've found about Pure Strain Humans, at least here, is that they don't have an analog to Alpha Mutations. Though the versions listed here are pretty nifty.

Anyone look to the D20 Modern/Future books for inspiration? Is Double Tap from that?
#132

Tony_Vargas

Nov 26, 2010 4:06:24
The Resourceful, Really Resourceful, and Uber-Resourceful traits, gained at 1st, 4th, & 8th were meant to be compensation for lacking Alpha Mutations.  Not analogs, but something to balance the loss, and to keep 4th & 8th from being 'dead levels.'


Double-tap is an old one.  IIRC, it was in d20 Modern, though I'm sure I'd heard it before.  As the flavor text implies, though, I was thinking of the more recent 'Zombieland' when I wrote it.  ;)  Rule #2, right after 'Cardio.'   


I haven't really looked to d20 modern.  I have limitted experience with it, just a bit from playing the last ed of GW a few times, and didn't find it too inspiring.   I'd like to see the 4e system taken to a modern game, like an action-movie-genre RPG, for instance.  4e D&D already feels a bit like an action-movie take on fantasy.   
#133

Tony_Vargas

Nov 26, 2010 4:28:35
One thing I *did* mess with in a big way was Scorpionoid - I noticed Tony, that your Sting! power was actually almost identical to the Felinoid's power, assuming both hits. It boiled down to 1d6+1d8 (instead of 2d6), Ability Modifier, and 2x Level damage, plus a status effect of some kind. Yours was slow, which is better than CA, but yours also deals less damage on a single hit than the felinoid (1x level instead of 2x). So, I bounced Sting! up to an at-will power, and bounced Hate's Poison down to an encounter power, which basically accomplishes the same thing in terms of how often you could use Hate's Poison.

I had intended for Sting! to be at-will (since it involves a secondary attack instead of two attack rolls up-front, for instance, it doesn't hit as well as the Felinoid power), and for Hate's Poison to be an Encounter.  That's definitely the patttern I prefer for Novice & Expert attack powers (I'd rather /all/ novice powers were at-will).  And how I still tend to thing of the green/purple color-coding.  It was strictly a typo - a pretty bone-headed one.     

I'm hoping you won't mind - this would give players an opportunity to use thier stinger as a typical weapon, and limits the Expert Power in case WotC releases anything that'd let people use novice encounters a second time.



Thanks for catching it!


#134

GlimmTheGnome

Dec 03, 2010 14:40:55
I'm planning to continue that series of origins after Thanksgiving (got sidetracked doing a dinosaur origin, and too busy this week with work and the holiday).  Gearhead is likely to be the next I post, but no guarantees on that.



The Gearhead origin is now up on my blog:  glimmthegnome.wordpress.com/2010/12/03/a...

The next one that I'm working on is Medic which I'm hoping to have done by the end of the year.
#135

RPJesus

Dec 06, 2010 4:38:03
My first go at this (i.e. likely insanely overpowered given that I have a tendency to do that to ideas I like and have yet to actually get a chance to play GW), but I'm surprised this hasn't been done yet as far as I can tell.

Vampire


Vampire

“Excuse me, but I’m a  ****-mothering vampire! I killed a lot of people to get this title. I deserve to be called such.” - Alucard, Hellsing Ultimate Abridged

Appearance: You appear gaunt and pale, and your teeth are noticeably sharper than most. 


Mutant Type: Strength; Dark; +2 to dark overcharge
Skill Bonus (Level 1): You get a +4 bonus to conspiracy checks
Ancestral Phobia: Whenever you take fire, radiation, or radiant damage, make a saving throw. If you fail, you become dazed until the end of your next turn.
Regeneration (Level 1): You have regeneration 1.
Dominating Critical (Level 2 or 6): When you score a critical hit, the target of the attack is dominated by you until the end of its next turn.


Blood Drain - Vampire Novice
 At-Will*Dark, Necrotic
Standard Action
Melee touch
Target:  One creature
Attack: Strength + your level +2 vs. AC
Hit: 1d4 + Strength modifier necrotic damage. You regain hit points equal to your level.


Mist Form – Vampire Utility
Encounter*Dark, Polymorph
Minor Action
Personal
Effect: You enter mist form until the end of your next turn or until you dismiss it as a minor action. While in mist form, you are insubstantial, cannot make attacks, gain a fly speed equal to your speed, do not provoke attacks of opportunity from moving, and can pass through openings of any size.


Vampire Spawn - Vampire Expert
Encounter * Dark, Necrotic
Free Action
Trigger: You reduce a creature to 0 or less hit points with Blood Drain
Target: The triggering creature
Effect: The target becomes a vampire spawn under your control. It has your ability and skill modifiers, and your defenses. It has 1 hp and takes no damage from a missed attack. When you take a move action, you can move it your speed. As a standard action, you may have it make a melee or ranged basic attack. When you take an extended rest, you lose all vampire spawn.

#136

moosekickedmysisterstoof

Dec 09, 2010 21:39:19
Chelonian origin, prease?
#137

RPJesus

Dec 09, 2010 23:44:19

My take on it:

assuming my google search didn't mislead me

Chelonian

Naming your character after a Ninja Turtle is mandatory, but you get to choose which one.
Appearance: You have a shell, and your skin has a greenish tint.




Mutant Type: Constitution; Bio; +2 to bio overcharge 
Skill Bonus (Level 1): You get a +4 bonus to athletics checks
Slow: You have -1 speed.
Hero in a Half Shell (Level 1): You have resist 1 to all damage.
Enduring Critical (Level 2 or 6): When you score a critical hit, the target of the attack takes extra damage equal to twice your Constitution modifier and is stunned until the end of its next turn.


Withdraw - Chelonian Novice
 At-Will*Bio
Minor Action
Personal
Effect:  You enter your shell. While in your shell you get +3 speed, and the only actions you can take are walking, running and charging. While charging in shell form, you may use your Constitution modifier for the attack roll and damage roll in place of the other ability score. You can exit shell form as a free action.


Shell Frenzy – Chelonian Utility
Encounter*Bio, Physical
Move Action
Personal
Effect: You Withdraw as a free action and shift your speed. During this shift you can move through enemies' spaces. The first time you enter each enemy's space, make a melee basic attack  against it. You may use your Constitution modifier for the attack roll and damage roll in place of the other ability score.




Epic Endurance - Chelonian Expert
Encounter * Bio
Immediate Interrupt
Trigger:
 You take damage.
Effect: You take no damage instead. Until the end of your next turn, the resistance from Hero in a Half Shell increases to 10. You may use this power in shell form.

#138

e.p.i.c

Dec 10, 2010 6:13:57
Why does a turtle get faster?
Your Shell Form doesn't make much sense as written mechanically as well.
The part of the Str or Con makes it redundant or worse if that what you were going for.

I would move the shell power to utility, since all novice powers are attacks.
Make it something like get Resist 10 All but you can't move or attack for a round.

For Novice Power, Snap & Shell.
1d8 + usual damage. Effect: You gain Resist 2 All until the start of your next turn.

Then Expert powers are attacks as well, so something like damage and stunned... Shellshock maybe.

You have good ideas, but it doesnt fit the mold so far


 
#139

RPJesus

Dec 10, 2010 7:50:05
Why does a turtle get faster?
 


I play too much Mario .
#140

dudesock

Dec 10, 2010 11:04:04
Here's my take on the Koopa Troopa

Troopa
 

Troopa
 You may be cute, but you can take it and dish it on a half shell.
Appearance: Thin limbs with a shade of yellow with a large shell of solid color.

Mutant Type: Charisma; Bio; +2 to Bio Overcharge
Skill Bonus (Level 1): You gain a +4 to Athletics
Slow but Steady (Level 1): You suffer a -1 speed, but ignore difficult terrain when shifting.
Hard Shell (Level 1): You gain a +1 to Armor Class.
Troopa Critical (Level 2 or 6): When you score a critical hit, you deal an extra 1d10 damage and the target is knocked prone.

Shell Slide (Novice Power)
It seems all troopas have very slimy tummies. Must be the mushrooms.
Encounter Bio
Standard Action Personal
Effect: You shift 6 squares in a straight line and can make the following attack against all figures shift by.
Attack: Charisma + your level vs. Reflex
Hit: Target takes physical damage equal to your Charisma modifier + your level.

Slippy Shell (Utility Power)
And sometimes the Troopas can't control their own strength.
Encounter Bio
Immediate Reaction Personal
Trigger: You are hit by a melee attack.
Effect: You are pushed 6 squares of your choice that can go through enemy figures. Any figure you move through is knocked prone.

Shell Spin (Expert Power)
Learning from their King, the troopa can become a whirling storm of shell.
Encounter Bio
Standard Action Close Burst 1
Target: All creatures in burst
Attack: Charisma + your level vs. Fortitude
Hit: 1d10 damage + your Charisma modifier + double your level in physical damage and the target is pushed 2 squares.

#141

e.p.i.c

Dec 10, 2010 11:05:59
Why does a turtle get faster?
 


I play too much Mario .



Ah, now it all makes sense. Laughing
#142

moosekickedmysisterstoof

Dec 10, 2010 17:55:55
Hmm...interesting. I was maybe hoping for a bite attack of some sort though. And maybe the bonus to Athletics should just go towards swimming? Dunno.
#143

Chandrak

Dec 13, 2010 6:12:35
Lol @ both turtle origins. I like!


I'll get around to updating the front page when I'm not so busy. (Probly be another week - between various RL commitments and gearing/leveling for WoW:Cataclysm raids, I'm swamped) No worries! I'm still around and reading posts!
#144

Chandrak

Dec 17, 2010 19:31:51
An amusing note. . . with the legion of gold blurb posted in 'December and Beyond' previews, they've mentioned that Legion will have only 8 origins. The three mentioned are Demonic, Vampiric, and Octopoid. . . . which we've got in the Demonic, Undead, and Squidling origins already! Guess those turned out to be pretty popular choices for origins people want! :P
#145

deadwor1d

Dec 18, 2010 13:53:31
My contribution. I used Cockroach as the base and then went crazy from there...
**Edit** Format looks /terrible/ when copied over. My apologies!



Infected


#162

Chandrak

Jan 07, 2011 5:41:07

Update: Main Post updated with list of all origins up to here.

#163

bolare

Jan 07, 2011 15:00:20
Thanks for the reply! I had this idea that the Savage expert power wasn't good enough. I thought about increasing the damage before, but it would look to simple, so the idea of knocking people prone seemed pretty good.
I'm finishing other classes, gonna post them here when I'm done. Sorry about the giant posts, btw, I don't really know how to work my way around on forums.

< Nerd >
Yeah, that's exactly what you are. What? You're playing a roleplaying game in a friday night with your friends instead of meeting chicks, getting wasted and puking all over youself... You know what? Good for us. Anyway, you're not some skinny (or fat) freak addicted to comics, games and computers. Well, maybe you are, but in this God-forsaken future you also enjoy the presence of every freaking kind of knowledge the wastelands can offer. Did I mention you understand it? In case not, there you go.

Mutant Type: Intelligence
Skill Bonus (Level 1): Gain a +4 bonus to Science checks.
Mr. Widescreen (Level 1): You can take passive Science checks to repair objects at any time.
MP 3000 (Level 1): You have access to an animal-like robot, wich you can use to fight side-by-side.
Nerd Critical (Level 2 or 6): When you score a critical hit, all your allies in a Close Burst 5 gains
one of the two following benefits (chosen by you): +2 bonus to AC or +2 bonus to attack rolls until the start of your next turn.

Tag Time (Nerd Novice)
You might wanna hit the Nerd right in the face, but you should be careful for who's behind him.
At-Will Physical, Companion
Standard Action
Melee 1 Companion
Target:
One creature
Attack: Companion attack bonus + Level vs. AC
Hit: 1[C] + STR or DEX + twice the companion's Level

Tech-Assist (Nerd Utility)
Equiping your Pet-Boy with a "Quick-Fix Device" must have been expensive, but you realize it was worth the price. And the pain going away.
Encounter
Minor Action
Melee 1 Companion
Target:
You or an ally adjacent to the companion
Effect: The target recovers his Bloodied value in Hit Points.

Power Tackle (Nerd Expert)
Some could call it a feral rage, others would point as a serious adrenaline rush, but you're the only one that actually knows this is just a simple, although devastating, overcharge of the Pet's capacity.
Encounter Physical, Companion
Standard Action Melee Companion
Target: One creature
Attack: Companion attack bonus + companion's Level vs. AC
Special: Your companion moves it's speed before the attack. The movement ends when the attack hits or misses.
Hit: 3[C] + companion's Level
Effect: The target is pushed a number of squares equal to 1 + your companions Strength modifier and knocked prone.

- Metal-Pet 3000 -
Long time ago, in the old world, a company initiaded a project of to build mechanical animals. Why? It seemed to be a good way of making money. If you think about it, having a Tiger as a domestical (heavily trained) pet is something everybody gave at least a thought about, but the resources for that were just to much of a headache, but what if suddendly, with an affordable price in the technological market, you could buy, program and have in your house a totally functional, harmless and usefull robot with the appearence of a Tiger? People buy what TV tell's them to buy and that's what happened. All over the world people started buying those really incredible pets, showing to their neighbors and friends and family and... the world came to an end, or a transaction of Era. Files, documents and other stuff were lost, people who survived were more concerned with their survival than toying around with a big robotic bear or something else. Until someone reactivated then, reprogrammed and turned the remainings into really useful war-machines when used by the right brains. At the beginning, finding one of those was a hard and expensive kind of trade, but nowadays, everyone with a brain to understand the mechanics and programming of such a tool can find a really good use for it, especially keeping their owners alive.

The Metal-Pet 3000 comes in a variety of types of animals, being those: Bear, Boar, Lizard, Wolf (based in Strength), Cat, Raptor, Serpent and Spider (based in Dexterity).

=============

My first concern is about the powers, not sure if they're ok.

Made a huge change on this pet thing. Giving another "fully functional" humanoid to a player seemed to be a little bit overpowered, so I changed it to "mechanical animals", so they function exactly like the Rangers beast companion found in "Martial Power I". My concern now is if I should leave the stats exactly as they are shown in the book or make any changes, some increasing on the stats, considering that Gamma World is way more dangerous than the "classic" D&D.

Changed the expert power into a more suitable flavor and etc. based on the new pets.

Added a little flavor to the Pets, just for RPing.
#164

ChaoticGood

Jan 07, 2011 18:19:04
Regarding Oraibi's ideas:

Unseen Hand has been corrected. Thank you!

I'm going to rewrite the critical thusly: "When you score a critical hit, the attack deals 1d10 damage and you become invisible to the target until the beginning of your next turn."

I didn't have my rulebook out in front of me when I was writing Invisible, and for some reason I was under the impression that actually being invisible was not a "thing" in Gamma World. Having just read over the rules for the Cloud Blight, I now know this to be untrue.

Regarding Disappearing Act:

This is astoundingly powerful.



That's because I originally wrote it as a Daily power, then realized that Gamma World doesn't really have Daily powers. At that point, it was approximately one in the morning and I was lazy, so I just changed one word rather than think about how poor that solution was. Definitely my bad.

I'd suggest two changes: 1st, that you make it immobilized ...



Immobilized doesn't really fit what I was going for ... and now that I look at it again, neither does stunned. The idea is that the enemies are confused and distracted by the sudden lack of an opponent. For my purposes, I think dazed is the right call on this one. On the other hand, I think I have a better idea.... please see the rewrite, below.

On the technical side, The real issue is that essentially anything you let this power tack onto Unseen Hand is a part of the Unseen Hand Power at all times. There is no real reason NOT to open with this power if you can hit at least 2 enemies with it at the start of combat as it stands ...



That is definitely the main problem with the original version. Unfortunately this didn't occur to me until I was on my way to work this morning (bleh). As a Daily power, it made a lot more sense.

Regarding Photon Manipulation:

Photon Manipulation (Level 1): You are considered 2 levels higher for the purpose of salvaging Ishtar Omega tech.

I was thinking of replacing Photon Manipulation with this:

Like You're Not Even There (Level 1): If you are not surprised at the beginning of an encounter, enemies can not include you as the target of any attack or power until the beginning of your first turn.

Would this replacement ability be too powerful?


Invisible Origin


Note: Not the current version!

Invisible
People tend to look right through you.

Appearance: Huh? What? Who said that?
Mutant Type: Dexterity; Dark; +2 to Dark overcharge
Sneaky (Level 1): You get a +4 bonus to Stealth checks.
Shimmer (Level 1): You gain +2 to AC and Reflex against melee and ranged attacks.
Photon Manipulation (Level 1): You are considered 2 levels higher for the purpose of salvaging Ishtar Omega tech.
I
nvisible Critical (Level 2 or 6): When you score a critical hit, you deal an extra 1d10 damage and you become invisible to the target until the beginning of your next turn. While you are invisible to an enemy, the enemy can not target you as part of any attack or power. If you attack an enemy to whom you are invisible, the enemy grants you combat advantage, but the invisible effect ends.


Unseen Hand - Invisible Novice
At-Will * Dark, Weapon
Standard Action    Melee or Ranged weapon
Target: One creature
Attack: DEX + your level + weapon accuracy vs. Reflex
Hit: 1[W] + your level physical damage and the target grants combat advantage to you and your allies
until the end of your next turn.

Where'd You Go? - Invisible Utility
Encounter * Dark
Immediate Interrupt
Trigger:
 You are hit by an attack.
Effect:
The attack misses you. You may teleport up to 1 + Dex squares.

Disappearing Act - Invisible Expert
Encounter * Dark
Standard Action    Close Burst 3
Effect:  You may immediately use Unseen Hand against each enemy in the burst. You become invisible to each enemy that you hit with this attack (save ends). While you are invisible to an enemy, the enemy can not target you as part of any attack or power. If you attack an enemy to whom you are invisible, the enemy grants you combat advantage, but the invisible effect ends.

#165

bolare

Jan 07, 2011 21:06:27
< Scout >
You roam the wastelands in search of anything that anyone drops a bounty upon, even though some targets are better to be left alone for God-knows-why bunch of reasons. The point is: they leave tracks, you can track those anywhere, anytime. Finding objects and people around the desert might seen kind of an easy task, until those unprepared folks meet a couple of Yexil and do not remember to take some extra clothing to trade with. You would know that.

Mutant Type: Wisdom
Skill Bonus (Level 1): Gain a +4 bonus to Nature checks.
Keen Senses (Level 1): Gain a +2 bonus to Reflex.
Helluva Tracker (Level 1): Make a Nature check to track someone or something even in difficult climate and/or terrain situations. DC is based on the situation and determined by the DM. You always know wich way is North.
Born to be Wild (Level 1): Gain a +2 bonus to Perception and Athletics checks related to the wilderness.
Scout Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage and you gain combat advantage against the target until the end of your next turn.

Straight Shot/Throw (Scout Novice)
Sometimes you can't aim. Just point and shoot. Point and shoot.
At-Will Weapon
Standard Action
Ranged weapon
Target:
One creature
Attack: WIS + Level + Weapon accuracy + 2 vs. AC
Hit: 1[W] + WIS + twice your Level

Wasteland Rush (Scout Utility)
Sometimes the best way to win a battle is to run away. You see no logic? Try to kill that Eradicator in close combat, then!
Encounter
Minor Action
Target:
Personal
Effect: You move your speed. You may pass through enemy squares during this move. This movement does not provoke attacks of opportunity.

Shot to the Heart (Scout Expert)
Who said there's no time to aim? Take a deep breath, relax and send that bastard down to Hell!
Encounter Weapon
Standard Action
Ranged weapon
Target:
One creautre
Attack: WIS + Level + Weapon accuracy vs. AC
Hit: 2[W] + WIS + 2x Level.
Miss: Half damage.

- Fixed -
Added attack bonus to the novice power.
Changed the effect description of the utility power. 
#166

bolare

Jan 07, 2011 21:19:22
< Raider >
Ain't that a bitch? People are trying to survive at any cost. Why do you point your stinky finger at me when I try to survive? That senhor was clearly with more cash in his pocket than he was going to expend. Why, and I want you to give me at least five damn good reasons, I couldn't take some of all that cash? C'mon, man! I'll give you half profit the next pocket you allow me to pick.

Mutant Type: Dexterity
Skill Bonus (Level 1): Gain a +4 bonus to Stealth checks.
Avoid Eye Contact (Level 1): Gain a +2 bonus to Reflex.
Underhand Strike (Level 1): If you miss all targets on your turn, you may choose an adjacent enemy as a free action. The enemy takes damage equal to your dexterity modifier.
Raider Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage and the target takes a -2 to penalty to attack rolls until the end of your next turn.

Slice n' Dice (Raider Novice)
You hit once so they realize you're not joking. You hit twice because you really like to see them bleed out.
At-Will Weapon
Standard Action Melee weapon
Requirement: You must be wielding at least two light weapons.
Target: One or two creatures
Attack: DEX + Level + Weapon accuracy vs. AC, two attacks
Hit: 1[W] + Level
Effect: If you hit at least one target, choose one of the targets. That  target takes additional damage equal to your Dexterity modifier.

Smoke Bomb (Raider Utility)
Don't let them get to close. If they do, blow pepper right into their eyes!
Encounter
Minor Action
Close Burst 3
Target:
Each creature in burst
Effect: All the targets are blinded until the end of your next turn, except you.

Hidden Strike (Raider Expert)
Fast striking is something you can do kinda good. Nobody knows where the third blow came from.
Encounter Weapon
Standard Action Melee weapon
Requirements: You must be wielding at least two light weapons.
Target: One, two or three creatures.
Attack: DEX + Level + Weapon accuracy vs. AC, three attacks.
Hit: 1[W] + Level
Miss: The target takes damage equal to your dexterity modifier.
Effect: If you hit at least one target, choose one of the targets. That target takes additional damage equal to your dexterity modifier.
Effect: If you attacked a single target more than once, that target is dazed until the start of your next turn.


- Fixed -
Made some changes here with Chandrak's comments, pretty better than mine, lol.
I left the requirement for Light weapon, just kinda wanting the raider to look a little like the classic rogue, using only small razors and some other simple weapons.
#167

bolare

Jan 07, 2011 21:33:39
< Strategist >
Some people would like better to throw themselves into battle and hack-n'-slash their way yo victory. Sometimes that's just not the good way to battle, that's why you plan first before throwing punches or swing cleavers all around. Maybe in your life you have being playing to much chess or listening to histories about great wars that took place all over the world and now that there's just not enough people, you bring your knowledge and skills of leadership into every brawl that come's around.

Mutant Type: Charisma
Skill Bonus (Level 1): Gain a +4 bonus to Interaction checks.
Placing the Pieces (Level 1): As a minor action, you can command an ally once per round. This ally can shift a number of squares equal to your Intelligence modifier as a free action.
Put Him Down! (Level 1): As a standard action, you can command an ally once per round. This ally can make a basic attack against one creature as a free action.
Strategist Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage and you or one of your allies gains a +2 bonus to attack roll for the next attack or shift half the Speed (rounded down).

Focused Strike (Strategist Novice)
You're not a great killer as you are a strategist. You don't hit hard, but you hit more often.
At-Will Physical, Weapon
Standard Action
Melee or Ranged Weapon/Gun
Target:
One creature
Attack: Level + 2 + Weapon accuracy vs. AC
Hit: 1[W] + Level

Kill Command (Strategist Utility)
With a brave cry, you command one of your allies to finish your enemies.
Encounter
Minor Action
Target:
One ally
Effect: The chosen ally can make an attack as a free action. He/She receives a damage bonus equal to your Charisma modifier.

Master Combo (Strategist Expert)
There are times that no allies are nearby to fight at your side. You gotta take the enemy down on your own.
Encounter Physical, Weapon
Standard Action
Melee or Ranged Weapon/Gun
Target:
One creautre
Attack: Level + Weapon accuracy vs. AC
Hit: 3[W] + 2x Level.
Effect: You knock the target prone.

- Fixed -
Removed the +4 attack bonus from the Master Combo. I realized it was already hitting pretty hard, plus the effect.
Changed the +4 attack bonus from Focused Strike to +2. I wasn't counting the Ability bonus for those ones, totally forgot. A good Str/Con or Dex/Int would make this attack hit a lot and hurt quite more than enough.
#168

Chandrak

Jan 08, 2011 2:07:49



Invisible
People tend to look right through you.




Much better on the power balance, I like the new Disappearing Act, and I think the alternate suggestion for the passive ability is a good one as well - we already have something like that for Squamous.

A few technical (I think) notes, basically about how WotC usually words things (which I strive for when I make the compilations):

1. No need to repeat the rules that already exist for invisible. (I think theyre already defined in GW). Part of your text is redundant, and part of it is an exception to the rules for invisibility - In 4E, you can TRY to hit an invisible creature, if you know where it is, but it has total concealment against you. Also, area of effect spells should be able to catch an invisible creature, assuming its standing in the area. Also, stating that an invisible creature gains Combat Advantage is redundant, because the rules for invisible already state that.

So, that being said, all you would need to say is 'and you are invisible to the target until the start of your next turn. If you attack the target before the start of your next turn, the effect ends.' - that's wording taken directly from 4E powers. Disappearing Act would be something similar, like 'if you attack a creature you are invisible, you become visible to that target' or something.

2. The effect line of Where'd You Go should read 'The triggering attack misses you, and you teleport a number of squares equal to your Dexterity modifier +1' -- does the same thing, just how the folks at wotc like to word powers like that.

3. Dissapearing Act's save should be (save ends each) - to clarify that each creature saves individually, instead of you saving once for all enemies on your own turn.

4. Haha. . . I almost suggested that you make your suggested passive read 'Cannot be the target of spells or abilities' . . . and then realized that was Magic The Gathering's rules wording, not 4E >.>

5. Dont list Unseen Hand's damage as physical damage if you are using a weapon with it. Not all weapons use physical damage . . . for instance, a laser sword used with Unseen Hand would still deal laser (fire) damage. The way you wrote it, it wouldnt.
*Bolded for emphasis, so other people will notice it. I corrected a large number of this mistake in the last compilation, and some people may not have seen the post about it at this point, as it was over a month ago.
*TL/DR: Dont label weapon powers as dealing physical damage if the damage comes from the weapon itself.



As a side note. . . we've started using enough terms that arent in GW's rules, plus the ones that arent in Famine / GW itself, that I might just ask people to look through the compilation and find terms we've used that arent defined, and make a pdf of term definitions (like an expanded conditions / actions table). I'm sure WotC won't object to that, as long as I'm brief.
#169

Chandrak

Jan 08, 2011 3:33:03
@ Bolare - I'm intruiged by the idea of trying to port over the Beastmaster Ranger into Gamma World, though I'll reserve judgement until I've had a chance to delve more deeply into the mechnicas to see how it holds up to other origins. My gut instinct tells me though that it should be passable, as really what the Ranger gets is a sort of extention of his arm in terms of actual effect. However, I'll skip over that one til Ive had a chance to look in detail.


Scout

First off, the scout's passive ability, Helluva Tracker, is minor enough to warrent another minor ability. Cant think off the top of my head what to suggest, but maybe another skill-related ability would be good.


Straight Shot works well - its essentially a basic attack, but uses your origin stat and deals extra damage equal to level. I might actually suggest giving it an accuracy boost or +2 as its so simple.

Wasteland Rush - just fine. Wording should be 'Effect: You move your speed. You may pass through enemy squares during this move.'  - and possibly add to the end 'This movement does not provoke attacks of opportunity.' because normally, moving into an enemy's square provokes, since it requires moving out of a square he threatens. But that depends on whether you had it in mind that the power should provoke or not.

Shot to the Heart looks good - just a simple high-damage dealer.

A technical note - just list them as required "Ranged weapon" on the action type line. 1 and 2 handed ranged weapons and guns is all options, so thats all you need to put there. It also includes thrown melee weapons.

So (using the Straight Shot Suggestion):
Straight Shot (Scout Novice)
Sometimes you can't aim. Just point and shoot. Point and shoot.
At-Will Physical, Weapon
Standard Action
Ranged weapon
Target:
One creature
Attack: WIS + Level + Weapon accuracy +2 vs. AC
Hit: 1[W] + WIS + twice your level damage.
#170

Chandrak

Jan 08, 2011 3:46:01
Personal, completely biased comment: On raider, I'd love to see you take the Double Strike + Cleave route, making the Raider into a character who is a melee striker in terms of AoE damage like a Sorceror: You move in, make 2-3 attacks (Novice or Expert) against different or small targets, and one or two of them take some minor extra damage nearby. The following is a completely biased suggestion:


Raider Passive: Underhand Strike - If you miss all targets on your turn, you may choose an adjacenet enemy as a free action. The enemy takes damage equal to your dexterity modifier.

Slice n' Dice (Raider Novice)
You hit once so they realize you're not joking. You hit twice because you really like to see them bleed out.
At-Will  * Weapon
Standard Action
Melee weapon
Requirement: You must be wielding at least two weapons.
Target: One ot two creatures.

Attack: DEX + Level + Accuracy vs. AC, two attacks
Hit: 1[W] + your level damage.
Effect: If you hit at least one target, choose one of the targets. That target takes additional damage equal to your Dexterity modifier.
Special: Use the highest value for [W] and Accuracy of the weapons you are wielding.


Hidden Strike (Raider Expert)
Fast striking is something you can do kinda good. Nobody knows where the third blow came from.
Encounter * Weapon
Standard Action Melee weapon
Requirement: You must be wielding at least two weapons.

Target:
One, two or three creatures.
Attack: DEX + Level + Weapon accuracy vs. AC, three attacks
Hit: 1[W] + your level damage.
Miss: The target takes damage equal to your dexterity modifier.
Effect: If you hit at least one target, choose one of the targets. That target takes additional damage equal to your dexterity modifier.
Effect: If you attacked a single target more than once, that target is dazed until the start of your next turn.
#171

ChaoticGood

Jan 08, 2011 10:41:36
Chandrak - All suggestions implemented. Thank you for the editing help!

As far as the rules for Invisible, I wrote out what I did because I could not find rules for Invisible in the Rulebook. However, I forgot the Golden Rule of Gamma World: If it's not in the GW rules, use the standard 4E rules.

Also, funny thing about the M:TG wording ... that was actually how I started to write it the first time before I caught myself. Smile

I am also going to go with the alternate ability, "Like You're Not Even There." The reason for this is that I've decided to save Photon Manipulation for another origin... a set, actually: Area 52, Ishtar, and Xi origins.

Current version:

Invisible Origin


Invisible
People tend to look right through you.

Appearance: Huh? What? Who said that?
Mutant Type: Dexterity; Dark; +2 to Dark overcharge
Sneaky (Level 1): You get a +4 bonus to Stealth checks.
Shimmer (Level 1): You gain +2 to AC and Reflex against melee and ranged attacks.
Like You're Not Even There (Level 1): If you are not surprised at the beginning of an encounter, you can not be included as the target of an attack or power until the beginning of your first turn.
Invisible Critical (Level 2 or 6): When you score a critical hit, you deal an extra 1d10 damage and you become invisible to the target until the beginning of your next turn. If you attack the target before the start of your next turn, the effect ends.


Unseen Hand - Invisible Novice
At-Will * Dark, Weapon
Standard Action    Melee or Ranged weapon
Target: One creature
Attack: DEX + your level + weapon accuracy vs. Reflex
Hit: 1[W] + your level damage and the target grants combat advantage to you and your allies
until the end of your next turn.

Where'd You Go? - Invisible Utility
Encounter * Dark
Immediate Interrupt
Trigger:
 You are hit by an attack.
Effect:
The triggering attack misses you, and you teleport a number of squares equal to your Dexterity modifier +1.

Disappearing Act - Invisible Expert
Encounter * Dark
Standard Action    Close Burst 3
Effect: You may immediately use Unseen Hand against each enemy in the burst. You become invisible to each enemy that you hit with this attack (save ends each). If you attack a target to which you are invisible, the effect ends for that target.
#172

Tony_Vargas

Jan 08, 2011 22:17:24
Capricious Attack (Fey Novice)

Your strange fey combat style confuses your foe.





Oh! Ok well first off, I see I misread a little - it did indeed have a 50% penalty. However, what I think bugs me most is that it seems fairly easy to force a creature to not be able to attack you. . . namely, attack at range, then move away.

Good point.  I really pictured it as more of a swordplay & footwork kind of power.  I'll change it to Melee: Weapon.  That should sort it out.

#173

Chandrak

Jan 08, 2011 23:51:33

 Good point.  I really pictured it as more of a swordplay & footwork kind of power.  I'll change it to Melee: Weapon.  That should sort it out.



Yeah, I think it will. It might combo nastily with some like say, Doppelganger, but practically everything combos nastily with that origins, so thats not really something to consider.
#174

Chandrak

Jan 08, 2011 23:54:51
Chandrak - All suggestions implemented. Thank you for the editing help!



Welcome And looking forward to see what you come up with for the other two origins!
#175

jubjubbird

Jan 09, 2011 6:22:18

Not a bad idea, though perhaps difficult to do. Single species don't fit gamma world - it would have to be a fey origin of some kind that could be combined with pretty much anything else. So you probably wouldnt find something like elves, fairies, etc, except as monsters. A generalized fey origin might work - like Feytouched from the list of monster templates in 4E though. Darkling is one in a similar vein - its a general 'shadowfell-like' origin that doesnt represent anything specific.



OK, I gues I have to do it then:


Fey

Fey


One of the myriad 'world-lines' merged into this one by the Big Mistake was what once was called 'The Otherworld' or 'Feywild' or 'Faerie' or even 'Fairy-land.'  You were an inhabbitant of that magical (rich in Dark-energy) realm. 

Apearance:   There are many sorts of Fey, some are slim, elegant humanoid 'elves,' others twisted giants or goblins, there are even swarms of fire-fly-like fairies.  Your second origin will help you decide what sort of Fey you are.  If Fey is your second origin, you are a half-fey, born of a 'mortal'-Fey union after the Big Mistake.
                                  
Mutant Type: CHA; Dark; +2 to Dark overcharge.
Skill Bonus (Level 1): Gain a +4 to Interaction and Intuition checks.
Fey Quickness (Level 1): Gain a +1 to REF, AC, and Speed when not wearing heavy armor. 
Immortal (Level 1):  You do not age, and resist 10 necrotic.  When your home dimension was separate, you could re-incarnate if slain in the mortal realm, but no longer.  You can die by violence like everyone else - it's humilating.
Fey Critical (Level 2 or 6): When you score a critical hit, you do an extra 1d10 psychic damage with that attack, and gain total concealment against the target until the end of it's next turn. 
 

Capricious Attack (Fey Novice)
Your strange fey combat style confuses your foe.
At-Will • Dark, Psychic, Weapon
Standard Action    Melee weapon
Requirement:  You must be using a light weapon that is not a gun, omega tech, or made of iron.
Target: One creature
Attack: CHA + your level vs. Will  (the accuracy of your weapon is not added to this attack).
Hit: 1[W] physical damage and extra psychic damage equal to your CHA mod + your level.  Roll 1d6 to determine how the confused target reacts:

1.  Target must make a basic attack against you on it's next turn if it is able, otherwise it is dazed on it's turn.
2.  The target will attack you on it's turn if it can.  If it can't, it is suffers a -2 to hit on it's attacks that round.
3.  The target suffers a -2 to hit enemies other than you until the end of it's next turn.
4.  The target is slowed until the end of its next turn.
5.  The target is dazed until the end of it's next turn.
6.  The target makes a basic attack against one of its allies on it's next turn, if it cannot, it is stunned on its next turn.


Fey Glamour (Fey Utility)
Those around you see you as you wish to be seen.
Encounter • Dark, Illusion
Minor Action   Personal
Effect:   Creatures who have not seen you before percieve you as pleasant, attractive, or important and will tend not to be suspicious of your presence or motivations (-4 intution vs you) until a combat begins or you use a different Fey power.  You gain a +4 bonus to all Interaction checks until the end of the current encounter.  If you activate this power in combat, you may pick one enemy you can see: that enemy is -2 to attack you for the rest of the encounter.

Fey Magic (Fey Expert)
You conjure up remnants of ancient Fey power (Dark energy) and shape them into deadly forms.
Encounter • Dark, Illusion, Psychic
Standard Action       Close Burst 3
Target: Each enemy in burst.
Attack: CHA + your level vs. REF
Hit:  2d12 + CHA mod + 2x your level damage.  The type of damage and any other effects are randomly determined for each target you hit.

1. Acid damage and the target takes ongoing 5 Acid damage (save ends).
2. Cold damage and the target is immobilized until the end of your next urn.
3. Electricity damage and the target suffers a -2 attack roll penalty until the end of your next turn.
4. Fire damage and the target takes ongoing 5 Fire damage (save ends).
5. Sonic damage and the target is deafened until the end of your next turn.
6. Force damage and you push the target 3 squares.


     
#176

Chandrak

Jan 09, 2011 13:37:52
You could play a swarm of Sprites., haha!



Haha, Speaking of M:tG, you could play a swarm of Scrib Sprites!
#177

Tony_Vargas

Jan 09, 2011 16:15:45
So, the origins I started working on as classes in the Origins as Classes thread and also have quoted here in post #126 are finally all prettymuch done (I've been slowly plugging away at for over 2 months, aparently).  And, I keep getting more ideas:

Ascetic

Ascetic


Explorers and Examiners scour the blasted landscape of Gamma Terra looking for the tools of survival, wisdom of the Ancients, or weapons of power.  You pity them, for true wisdom and power come from within. 

Appearance:
   You are supremely fit and radiate calm determination.  You eschew most material possessions, prefering hand-to-hand combat over weapons. 

Mutant Type: 
STR or DEX; none; +1 to Bio overcharge (stacks with primary origin).
Skill Bonus (Level 1): Gain a +4 to Athletics or Accrobatics skill checks.
Defense Bonus (Level 1):  +1 to all non-AC defenses
Iron-Skin Protection (Level 1):   When wearing no armor, you gain an AC bonus of 3.   If your STR is higher than both your DEX and INT, you increase this bonus to 5.
Unlocked Potential (Level 4 or 8, instead of an additional Alpha mutation):   You gain an additional Alpha Mutation.  When you ready this mutation, draw until you get a Bio mutation.  If you experience Alpha Flux, you discard this mutation only if the new mutation you draw is Bio, if it is not, you discard the new mutation.     
Dim-Mak Critical (Level 2 or 6):  When you score a critical hit the target of the attack gains ongoing damage equal to your level, plus the higher of your STR or DEX (save ends).

Kata (Ascetic Novice)
Your smooth, practiced motions appear deceptively slow.
At-Will 
Bio, Weapon
Minor Action                            Melee 1
Trigger:  You resolve a Quick Attack or Powerful Attack.
Target:  You or the target of the triggering attack.
Effect:  If the triggering attack hit, in addition to the usual damage, pick one of the following effects:  you inflict an additional +1d6 + your level force damage on the target; you slide the target 1 & shift 1; you knock the target prone; you push the target 2; you change places with the target.  If the triggering attack missed, choose one of the following effects:  you gain temporary hps equal to your WIS or CHA mod; you gain a +2 to AC and REF until the start of your next turn; you shift half your speed.   

Defensive Throw (Ascetic Utility - level 3 or 7)
You don't really want to hit me, you just need a little rest.  Lie down for a moment.  Isn't that better?
Encounter • Bio
Immediate Interrupt                            Melee 1
Trigger:  
An adjacent enemy attacks you.
Effect: 
 The attack fails and the enemy falls prone.  If it became adjacent to you on it's turn, it takes 1d10 physical damage +1 more physical damage for each square closer to you it moved before attacking you.

Whirlwind Flurry (Ascetic Expert - level 5 or 9)
One opponent or many, you are serene in the heart of the maelstrom.
Encounter 
• Bio, Weapon
Standard Action                            Close Burst 1
Requirement:  You must be using the Quick Attack or Powerful Attack 'weapon.'
Target: 
Each enemy in Burst.
Attack: 
 STR or DEX + level + Acc. vs REF.
Hit:  2[W]+ STR or DEX + 2xlevel damage, and you may choose to either knock the target prone or slide the target 2 squares (make the choice for each target you hit). 
Miss:  You push the target 1 and he is immobilized until the start of your next turn.
Effect:  You gain Regneration 3 a +2 bonus to all defenses until you leave your current square.

#178

Oraibi

Jan 09, 2011 17:05:21
Here's a nice simple origin for ya:

boldpueblo.com/downloads/gammaworld/GW-o...

BUNNIES!
#179

sol_lich

Jan 10, 2011 17:47:18
Hi, I'm new to the forums and as a welcome present to you, here is a new origin:



Solar By Sol_Lich


You have learned to harness the unchecked power of the our sun


You are the ray of sunshine on a cloudy day, the kind that incinerates anything it falls upon. You always try to bring some joy but can take it too far.


Appearance: Your head is an orb of fiery plasma, with sunspots that shape into a face. Your mouth radiates heat when speaking.


Mutant Type: Strength; Dark; +2 to dark overcharge


Skill Bonus: (Level 1): Gain +4 to Nature


Sun Bather: (Level 1): Gain Resist 10 Fire


Sunny Side Up: (Level 1):  +2 bonus to saves against being dazed or blinded


Solar Critical: (Level 2 or 6): When you score a critical hit, you inflict an extra 1d10damage and all allies around you gain Resist 5 fire until the end of your next turn.


 


Sun Stare (Solar Novice)


You launch two beams of white hot solar energy at you target


At Will-Dark, Fire


Standard Action Range 20


Target: One creature


Effect: 1d10 + Strength modifier + twice your level and the target is dazed until the end of your next turn.


 


Bright Out (Solar Utility)


You flare out your radiance to sear your enemies eyeballs.


Encounter-Dark


Standard Action     Close Burst 2


Effect: Any enemies in the burst are blinded until the end of your next turn.


 


Solar Winds (Solar Expert)


You let loose with an immolating blast of charge particles and heat.


Encounter-Dark, Fire, Radiation


Standard Action Close Burst


Target: Each Creature in burst


Effect: 2d10 + Str Mod + twice your level fire and radiation damage, and the target is knocked prone.

#180

ChaoticGood

Jan 10, 2011 22:17:35
Hi, I'm new to the forums and as a welcome present to you, here is a new origin



Hi Sol_Lich! Welcome to the forum!

I like your concept, but numerically I think this origin is a bit underpowered. For example:

Sun Bather: (Level 1): Gain Resist 5 Fire



Pyrokinetic, Cryokinetic, and Entropic all get Resist 15 to their respective elements. Some other origins gain Resist 10 and a bonus ability. I'd suggest bumping this up to at least Resist 10 with a bonus ability. (How about a +2 bonus to saves against being dazed or blinded?)

Solar Critical: (Level 2 or 6): When you score a critical hit, all allies around you gain Resist 5 fire until the end of the turn.


Pretty much all criticals should include "the attack deals and extra 1d10 damage and..." I really do like the idea of a buffing critical, but it still needs the extra damage! (And as was pointed out to me by others, the bonus damage should be +1d10 for simplicity's sake.)


The powers are all themed really well, but they also suffer from a lack of "oomph."


The damage equation for Sun Stare (3+twice your level damage) is really weak. On the one hand, it's a guaranteed 5 damage at 1st level, but on the other hand, that damage is low, even for a Novice power. I'd make the damage read "1d10 + Strength modifier + twice your level and the target is dazed until the end of your next turn." (IIRC, dazed is generally used as "not quite blinded.")


Bright Out is overkill for a fairly underpowered ability. (What kind of action is this anyway? I'll assume Minor.) Auto-blinding all enemies on the board is a little crazy. However, blinding them until the end of the turn in which they were blinded means that this is really only useful for giving yourself a bonus to a single attack. It should really be written as a Close Burst 2 or 3, and last until the end of your next turn  - that way your allies can get in on the action!


Solar Winds has three problems. First, it needs a burst size - I'm going to assume 3, that seems reasonable. Secondly, the damage equation is not quite right for an Expert power. Compare this to other burst powers like Nuclear Option or Magnetic Field, which deal 2 dice of damage + ability mod + twice your level AND provide a bonus ability. Finally, if the power is going to have both the Fire and Radiation keywords, then both damage types should be represented.


To bring this up to par, I'd suggest you make the damage "2d10 + Str Mod + twice your level fire and radiation damage, and the target is knocked prone." (Knocked prone comes from this being a wind-based power.)


Hopefully these suggestions are helpful to you. As I stated, I like the origin concept. It is a creative alternative to Pyrokinetic and I can see this being a lot of fun to play. All it needs is some number tweaking and I think it will be great. Smile

#181

Chandrak

Jan 11, 2011 3:24:57
Tweaked up Puppetteer slightly - it needed a limitation on how often you could use Trickster.
#182

sol_lich

Jan 11, 2011 7:18:28

I reworked the Solar origin to be more balanced.

Thanks ChaoticGood for the advice.

#183

Oraibi

Jan 11, 2011 15:01:36
No comments on my bunny rabbit origin?



#184

maddrow

Jan 11, 2011 23:10:57
Hey everyone! :D I've been working on four GW origins for my custom setting - what do you guys think? (BTW, I think I need help with balance and snappy headings X3)

They are all here: docs.google.com/document/d/1KwuHzBLM6oP8...
 
#185

Serow_Darkstar

Jan 12, 2011 4:38:37
No comments on my bunny rabbit origin?







I have to say, it'll definately be making it onto my origins list when my group plays. It's just too good to pass up, and it totally fits into the feel of the game - I really hope one of my players ends up with it!
#186

Chandrak

Jan 12, 2011 5:02:05
No comments on my bunny rabbit origin?






I hadnt had a chance to look at it :P Been swamped between helping my current D&D group with optimizing, and with setting up a second regular group (Finally!) with some of the people who I've been playing GW with on and off.

The bunny origin is pretty amusing Nicely balanced, too.
#187

Chandrak

Jan 12, 2011 5:07:39
Hey everyone! :D I've been working on four GW origins for my custom setting - what do you guys think? (BTW, I think I need help with balance and snappy headings X3)

They are all here: docs.google.com/document/d/1KwuHzBLM6oP8...
 



"Hate Expert" made me lol.

I gave it a quick look - don't have time right now to do a full critique, but I can tell you there's a few balance issues. Displacer in particular is very overbalanced in the healing department - very few (what, like 2? 3?) official origins have healing, and those are usually encounter powers, and for small amounts.
Hater seemed pretty good. You do mention spending healing surges though in at least two of the origins - those don't exist in GW, just second wind 1/combat.
#188

bolare

Jan 12, 2011 14:47:06
Yo, fellas, any of you knows where I can find that "template" people use for their custom origins or the specifications to make like it? Font and etc
#189

GlimmTheGnome

Jan 12, 2011 15:55:19
Yo, fellas, any of you knows where I can find that "template" people use for their custom origins or the specifications to make like it? Font and etc




I'm not aware of a template, so I think everyone has just been putting together custom formatting.  If you have a particular custom origin that you want to match, maybe whoever wrote that one could share their formatting.  

#190

count_twilight

Jan 12, 2011 16:13:14
No comments on my bunny rabbit origin?








Very well done and it is so in character for the flavor of the game where previous editions had rabbits riding rabbits...

#191

jubjubbird

Jan 12, 2011 16:31:10
No comments on my bunny rabbit origin?






I honestly totally missed it in the masses of posts.

I love it, its a great little Origin that fits right in. Its right up there alongside the cute fluffy white kitten swarm. You'll totally adore it...untill its to late... :D  
#192

Chandrak

Jan 12, 2011 23:19:08
Yo, fellas, any of you knows where I can find that "template" people use for their custom origins or the specifications to make like it? Font and etc



Depends on what you mean. If its font, I think each of us just use whatever. Quite a few people just write thier origins directly onto the forums, so it uses that font. When typing the compilations into pdfs, I just used whichever font I feel like at the time (For #2, that was Times New Roman).

If on the other hand you mean the origin layout we use in the Compilation, that isn't a template or anything. I'm pretty sure most of use just copy/paste and fill in, or just type from scratch. The layout we're using now just happens to the one that I posted it in when I made up the first ones for the thread, and several others picked it up, so it stuck.

I don't actually use templates at all for Word Processing, and when it comes to the origins, I prefer to type from scratch so I catch all the little details (like consitent acronyms and wording) that I or others might have been lazy about.
#193

Tony_Vargas

Jan 13, 2011 15:08:52
No comments on my bunny rabbit origin?




It's beautifully formatted. 

I think there thread just speeded up at that point.  There were no comments on my new class-orgin (or the others I'd been doing), either.

So, the origins I started working on as classes in the Origins as Classes thread and also have quoted here in post #126 are finally all prettymuch done (I've been slowly plugging away at for over 2 months, aparently).  And, I keep getting more ideas:

Ascetic

Ascetic


Explorers and Examiners scour the blasted landscape of Gamma Terra looking for the tools of survival, wisdom of the Ancients, or weapons of power.  You pity them, for true wisdom and power come from within. 

Appearance:
   You are supremely fit and radiate calm determination.  You eschew most material possessions, prefering hand-to-hand combat over weapons. 

Mutant Type: 
STR or DEX; none; +1 to Bio overcharge (stacks with primary origin).
Skill Bonus (Level 1): Gain a +4 to Athletics or Accrobatics skill checks.
Defense Bonus (Level 1):  +1 to all non-AC defenses
Iron-Skin Protection (Level 1):   When wearing no armor, you gain an AC bonus of 3.   If your STR is higher than both your DEX and INT, you increase this bonus to 5.
Unlocked Potential (Level 4 or 8, instead of an additional Alpha mutation):   You gain an additional Alpha Mutation.  When you ready this mutation, draw until you get a Bio mutation.  If you experience Alpha Flux, you discard this mutation only if the new mutation you draw is Bio, if it is not, you discard the new mutation.     
Dim-Mak Critical (Level 2 or 6):  When you score a critical hit the target of the attack gains ongoing damage equal to your level, plus the higher of your STR or DEX (save ends).

Kata (Ascetic Novice)
Your smooth, practiced motions appear deceptively slow.
At-Will 
Bio, Weapon
Minor Action                            Melee 1
Trigger:  You resolve a Quick Attack or Powerful Attack.
Target:  You or the target of the triggering attack.
Effect:  If the triggering attack hit, in addition to the usual damage, pick one of the following effects:  you inflict an additional +1d6 + your level force damage on the target; you slide the target 1 & shift 1; you knock the target prone; you push the target 2; you change places with the target.  If the triggering attack missed, choose one of the following effects:  you gain temporary hps equal to your WIS or CHA mod; you gain a +2 to AC and REF until the start of your next turn; you shift half your speed.   

Defensive Throw (Ascetic Utility - level 3 or 7)
You don't really want to hit me, you just need a little rest.  Lie down for a moment.  Isn't that better?
Encounter • Bio
Immediate Interrupt                            Melee 1
Trigger:  
An adjacent enemy attacks you.
Effect: 
 The attack fails and the enemy falls prone.  If it became adjacent to you on it's turn, it takes 1d10 physical damage +1 more physical damage for each square closer to you it moved before attacking you.

Whirlwind Flurry (Ascetic Expert - level 5 or 9)
One opponent or many, you are serene in the heart of the maelstrom.
Encounter 
• Bio, Weapon
Standard Action                            Close Burst 1
Requirement:  You must be using the Quick Attack or Powerful Attack 'weapon.'
Target: 
Each enemy in Burst.
Attack: 
 STR or DEX + level + Acc. vs REF.
Hit:  2[W]+ STR or DEX + 2xlevel damage, and you may choose to either knock the target prone or slide the target 2 squares (make the choice for each target you hit). 
Miss:  You push the target 1 and he is immobilized until the start of your next turn.
Effect:  You gain Regneration 3 and a +2 bonus to all defenses until you leave your current square.

#194

Tony_Vargas

Jan 13, 2011 15:16:27
Yo, fellas, any of you knows where I can find that "template" people use for their custom origins or the specifications to make like it? Font and etc



here's what I use:

origin template

name


flavor text.

Appearance:
   . 

Mutant Type: 
STAT ; Bio/Psi/Dark; +2 Bio/Dark/Psi overcharge bonus.
Skill Bonus (Level 1): Gain a +4 to skill checks.
Defense Bonus (Level 1):  + to defense
(Level 1):  .
(Level 1):  .   
Critical (Level 2 or 6): .

(name Novice)
.
At-Will 
keywords
Standard Action                            AttackType: Range
Target: .
Attack: .
Hit:  .  

  (name Utility)
?
Encounter •
Action                            Personal
Effect:  .

 (name Expert)
.
Encounter 
• keywords
Standard Action                            AttackType: Range
Target:  .
Attack: 
  + level vs defense .
Hit:  []+ + 2xlevel, . 
Miss: .

#195

Oraibi

Jan 16, 2011 19:54:43
Inspired by a picture by cogspa, by the D&D beholder, and by Cyclops of the X-Men, here's another new origin for D&D Gamma World:

OCULAR


You've got eyes on the back of your head.


And eyes on the sides of your head. And your shoulders and your arms and your back and your chest and your legs and your hands and … Appearance: You've got a multitude of eyes over your whole body. They could be on tentacled eyestalks, on the ends of your fingers, wrapped around your head like a crown, or arranged in even stranger configurations.

Download the Ocular origin now!

#196

Oraibi

Jan 16, 2011 19:59:23
(Oh, and a nod to the Ten-Eyed Man from DC Comics in the flavor text.)

#197

ChaoticGood

Jan 18, 2011 1:39:27
I like it! The Expert power is especially fun, never knowing exactly what kind of damage you'll be doing.
#198

sol_lich

Jan 18, 2011 19:42:59
I hope you enjoy this next origin:


Toxin By Sol_Lich


Your body is a cocktail of every poison unknown to man.


Your body produces various toxins, both liquid and gaseous making you a hazard to every living thing. You tend to be not very physical because of your condition, and you put some weak poison in your food because you say it adds flavor. Just don’t share with others.

Appearance:
Your skin is a series of green and purple strips along with small tentacles coming from your chin.

Mutant Type: 
Intelligence; Bio; +2 Bio overcharge bonus.
Skill Bonus (Level 1): Gain a +4 to Science
Antivenom (Level 1): Gain Resist 15 Poison
Slick Skin (Level 1):
+2 bonus to saves against being Restrained
Toxin Critical (Level 2 or 6): ): When you score a critical hit, you inflict an extra 1d6 ongoing damage. (Save ends all)

Sludge Puke (Toxin Novice)
You bleach out a wad of toxic gunk at an enemy
At-Will  Bio, Poison
Standard Action
                   Ranged 2
Target: One creature
Hit: 1d8+Will Modifier+ your level poison damage

Gas Attack  (Toxin Utility)
You exhale a cloud of poison fumes over an area
Encounter • Bio, Poison, Zone
Standard Action
                           Close Blast 3
Effect: The blast creates a zone of poison gas that lasts until your next turn. Any enemies inside the zone take 5 damage.


 (
Lethal Dose Expert)
Your touch injects five deadly poisons into an enemy’s body
Encounter • Bio, Poison
Standard Action
                         Melee 1
Target: One creature
Attack: 
 Intelligence + your level vs Reflex.
Hit:  [2d8] +Intelligence Modifier + 2xlevel poison damage and the target takes 5 ongoing damage (save ends all)
#199

Chandrak

Jan 21, 2011 20:46:18
I'm loving your origin cards, Oraibi Must see about getting you to make some for the thread >.> They look way better than my pdf, hehe.

Like the flavor of Ocular too

And nice job with Toxin as well. Nice and balanced, different flavor/powers from Plaguebearer.
#200

Oraibi

Jan 21, 2011 21:38:21
I didn't make any origin cards, you must have me confused with someone else! (e.g. AH_Anarchy)
#201

moosekickedmysisterstoof

Jan 23, 2011 13:40:16
As the father of a lapine son, I love the rabbit origin.
I was a little surprised you went with Str instead of Dex though.

Also, I have a few possible ideas for new origins but I'm not entirely sure how to go about making them:

Hemokinetic: Blood control. Either Wis or Cha-based. Powers would consist of being able to close up wounds and heal your allies, but also maybe some blood-draining or poisonous blood attacks. I'm open to suggestions.

Nessie: Bigfoot is represented in GW, so I figure the lake monster deserves a place there too. Probably Con-based. Maybe saurian will cover Nessie, but I doubt they will have a swim speed. One of Nessie's powers should be a melee 2 either bite or headbutt, utilizing that lengthy neck for striking enemies with reach.

Equine: I've just been thinking about horses lately. Str-based. NOT a centaur. I like the idea of a man-horse riding a giant, quadrapedal human. It's creepy.

I would love some help on these.

Fanks.

#202

Oraibi

Jan 23, 2011 17:30:16
I did Str for rabbits because (a) hoops in Gamma World are clearly strength based, and (b) Gamma World rabbits in general seem to be big strong things instead of little agile things.
#203

foigofwar

Jan 23, 2011 22:32:27
Between the 42 origins that have been published, the wonderful selecting here, and a few I've come up with on my own, we've been rolling on a d% chart for origins.  I figured I should share a few.  Tell me what you think!



BAD MOFO
Some men are all talk, Some men are all action.  You, you’re all attitude.  


APPEARANCE: You are big, muscular, tough as nails.  Somehow, your wardrobe of jeans, t-shirts, and optional leather jacket fit in everywhere. Even more impressive is the flame-retarded, explosives-retardant, cut-retardant qualities they posses. 


BAD MOFO TRAITS
Mutant Type: Constitution; Dark; +2 to dark overcharge.
Skill Bonus (Level 1): Gain a +4 to Interaction checks.
Tough Guy (Level 1): You gain a +2 to Will.
You’ll be Back (Level 1): You can choose to reroll any death saves, keeping the second result.
Bad Mofo Critical (Level 2 or 6): When you score a critical hit, you do 1d10 additional damage, and the target is knocked prone.


 


All out of bubble gum (Bad Mofo Novice)
At-Will • Dark Standard Action                                                                                 Melee 1
Target: One creature
Attack: Constitution + your level vs. Fortitude
Hit: 2d6 + Constitution modifier + your level damage, and the target grants combat advantage to you and all allies until the end of your next turn.


Big Mistake (Bad Mofo Utility)
Encounter • Dark Minor Action                                                                                 Personal
Trigger: You are under an effect a save can end.
Effect: You may make a saving throw as a minor action.


Good, Bad, I’m the Guy with the Gun (Bad Mofo Expert)
Encounter • Dark, Weapon Standard Action                                       Melee or Ranged Weapon
Target: One creature
Attack: Constitution+ Accuracy + your level vs. Reflex
Hit: 2[W] + Constitution modifier + your level physical damage, and the target is weakened (save ends).
Special: This attack does not affect your weapon’s Ammo.

#204

Chandrak

Jan 24, 2011 5:00:36
I didn't make any origin cards, you must have me confused with someone else! (e.g. AH_Anarchy)



err your origin sheets ;P
#205

Chandrak

Jan 24, 2011 5:04:30
I like the Hemokinetic idea. I was also thinking about a Blue Mage type origin. Might post those tonight, I'm feeling creative


. . . and it looks like we might have enough for a new pdf too, shortly. Nice! With this next one, I'll make a big alphabetized compilation with everything, and a comprehensive chart. Anyone have a suggestions as to die-rolling systems? With so many origins now, things like Engineered Human / PSH / Clone / Etc come up rarely. Maybe I should just toss them in as a regular origin? Or maybe I should create a 'Special' section players can optionally roll on?

Also, I could use someone who has a full copy of MSOffice2010. I need the first compilation's text reformatted into something OpenOffice will read without totally screwing up the spacing. (Just opening the file in OpenOffice's conversion screws up the formating something bad) That way I can fix fonts and then copy/paste things together without needing to do much retyping. (The first compilation was done with MSWord's beta, the other with OpenOffice cause the beta ran out.)
#206

Chandrak

Jan 24, 2011 5:42:06
Hemokinetic

You are an artist. Blood is your medium, the body your canvas.


Mutant Type: Cha; Dark; +2 to dark overcharge.


Natural Healer (Level 1): Gain a +2 to Science and Nature checks.


Hardy Constitution (Level 1): Gain a +2 bonus to Fortitude.


Biofeedback (Level 1): You have fast healing 3.


Hemokinetic Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage, and an ally within 5 squares of you regains hit points equal to your Charisma modifier + your level.


 


Sepsis Induction (Hemokinetic Novice)
You cause your opponents body to reject its own tissue, inducing blood poisoning.
At-Will • Dark, Poison
Standard Action Ranged 10
Target: One creature
Attack: Charisma + your level vs. Fort
Hit: The target takes ongoing 10 poison (save ends).


 


Blood Transfusion (Hemokinetic Utility)


You draw blood out of yourself and use it to close up an ally's wounds.
Encounter • Dark
Move Action Close burst 5


Target: You and one ally in burst.
Effect: You take 2d8+your level damage, and the target gains that many hit points plus temporary hit points equal to your Charisma modifier.


 


Involuntary Donor (Hemokinetic Expert)


You drain your enemies' vitality, transferring it to yourself.
Encounter • Psi, Psychic


Standard Action Close burst 3
Target: Each enemy in burst
Attack: Charisma + your level vs. Fort
Hit: 1d6 + Wisdom modifier + your level psychic damage.


Effect: You gain temporary hit points equal to the total damage dealt.

#207

Chandrak

Jan 24, 2011 6:07:29

Blue Mage (Aka Power Thief)


You are an Adept in the art of mimicry. You can copy and steal the powers of your foe and use them against you enemies. You know their minds and weaknesses, and use them to fullest effect.


Mutant Type: Int; Dark; +2 to dark overcharge.


Knowledgeable (Level 1): Gain a +4 bonus to any skill checks you make related to monster entries.


Adaptive Defenses (Level 1): Once per round as a free action, you may gain a +2 to a defense of your choice until the start of your next turn.


Analyze Weaknesses (Level 1): Your attacks ignore the first 10 points of enemy resistances, and immunities are treated instead as being Resist 20.


Blue Mage Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage, and an ally within 5 squares of you regains hit points equal to your Charisma modifier + your level.


 


Mimicry (Blue Mage Novice)
You think that's how its done? THIS is how its done!.
At-Will • Dark, Variable
Move Action Close burst 5
Target: One creature
Attack: Charisma + your level vs. Fort
Hit: Choose an at-will power belonging to your opponent. Until you use this power again, you may use the chosen power, substituting Charisma + your level for the attack roll, and using your own weapon damage if it is a weapon power.


 


Return Fire (Blue Mage Utility)


Hey look! I can do that too!
Encounter • Dark
Immediate Reaction Personal


Trigger: You are hit by an attack.


Target: Attacking creature.
Effect: You make the same attack against the target, substituting Charisma + your level for the attack roll.


 


Power Thief (Blue Mage Expert)


Concentrating, you suck away a creature's power, using it against him.
Encounter • Dark


Standard Action Close burst 5
Target: One creature in burst
Attack: Charisma + your level vs. Fort
Hit: Choose an alpha mutation the target has readied. Until the end of your next turn, you gain this mutation and the opponent loses it. When the target regains a power, it gets it back in the state you had it last. (i.e. Expended or Unexpended). If the target has no alpha mutations, choose an unexpended encounter power you are aware of.


 

#208

foigofwar

Jan 24, 2011 9:00:41
Anyone have a suggestions as to die-rolling systems? With so many origins now, things like Engineered Human / PSH / Clone / Etc come up rarely. Maybe I should just toss them in as a regular origin? Or maybe I should create a 'Special' section players can optionally roll on?



I have 100 origins I use, and I just included them as regular options on mine- I figured that was closest to mathematically the same I could come up with. 

However, if you're always rolling origins in blocks of 20, then you could come up with a "specials table" for anytime a duplicate d20 roll occurs.  It wouldn't have a lot of entries (d4? d6?) but it won't need them.

As for the MSOffice, I'm your huckleberry.  PM me to let me know exactly what you want done.

#209

ChaoticGood

Jan 24, 2011 20:51:25
I like Hemokinetic a lot, but it occurs to me that it ought to be a Bio origin.
#210

Chandrak

Jan 24, 2011 21:48:59
I like Hemokinetic a lot, but it occurs to me that it ought to be a Bio origin.



I thought about that, but typically Bio origins are like mutations of your body, like wings, tentacles, etc, or species origins, which something that uses Psionics or Magic to control a substance generally never fall under. I originally was gonna just call it Blood Mage, but that has the connotation of Evil, which I wasn't going for for this, and we have so many psi origins that control elements I didnt want to lump it in with them.
#211

crimsonlyre

Jan 25, 2011 13:32:19
As a balance nut, I'll offer a couple suggestions to some of your builds that stand out, Chandrak.

The squidling novice power should be dex+2+level vs. AC or else it's the most inaccurate novice power in Gamma World. Angelic and Goatfolk have the same problem. Modifier+level is not enough for vs. AC. Compare it to Plastic or Magnetic (even assuming this is a standard action) and it doesn't hold a candle.

It should probably be unique in some way- probably offering some control element to it (like grabbing, which is essentially immobilize) or having 2 targets to make up for the lack of damage and inaccuracy. Actually, having all of my suggestions still would make it good but not as absurd as temporal or magnetic.

For the Blue Mage, if the power you steal is a weapon power (and therefore versus AC) you are missing out on +2 or 3 accuracy the way you have it worded. I would suggest adding in that you also add in weapon accuracy to weapon attacks.
#212

Chandrak

Jan 25, 2011 17:06:18
As a balance nut, I'll offer a couple suggestions to some of your builds that stand out, Chandrak.

The squidling novice power should be dex+2+level vs. AC or else it's the most inaccurate novice power in Gamma World. Angelic and Goatfolk have the same problem. Modifier+level is not enough for vs. AC. Compare it to Plastic or Magnetic (even assuming this is a standard action) and it doesn't hold a candle.

It should probably be unique in some way- probably offering some control element to it (like grabbing, which is essentially immobilize) or having 2 targets to make up for the lack of damage and inaccuracy. Actually, having all of my suggestions still would make it good but not as absurd as temporal or magnetic.

For the Blue Mage, if the power you steal is a weapon power (and therefore versus AC) you are missing out on +2 or 3 accuracy the way you have it worded. I would suggest adding in that you also add in weapon accuracy to weapon attacks.



You raise some excelent points, sir. I can't believe I never thought about the fact that almost all vs AC attacks are weapons and should have prof bonus to balance em out. And that if they dont, it needs a small bonus worked in. (I also notice that in a few other origins others did not overlook this!) Normally I'm on the ball for such things - both myself and the other guy who I DM with/for in our group frequent the CharOps here, so I should know these things :P

Since I'm gonna have a new large compilation file coming out fairly soon, I'll make a note of it along with one or two other errata's that need putting in (Like theres one power someone mentioned I put the wrong action type on).

#213

jubjubbird

Jan 26, 2011 5:58:41
Just a quick question, arent we up for the next compilation pdf yet?
#214

Chandrak

Jan 26, 2011 13:31:57
I skimmed back through the last several pages since I updated the uncompiled listing - I didnt do an exact count, but looks like we're ready. Might be short 1 or two, but hey i can always whip up an origin or two - i think theres some suggestions floating around that hadnt gotten done.

Oh, and we're really close to having a classes-as-origins pdf as well. I think we're up to, what, 16 or so for that, so if people want to take a shot at a few more of those over the next few days while I make the new compilation, I can put those in on the end *Heres hoping Bolare posts some more of his origins - I liked those.


Edit: I also see there's a few origins I'd said I'd take a look at, and never had a chance to, like Bolare's interested pet-based origin, and the Doppleganger/Lover/etc group. I'll be taking a look at these.

Final Counts: 17 Classes-As-Origins, 16 Regular Origins (with 4 more needed checking/rebalance).

That superhero GW group I had wants to start up a regular 4E game (with occasional GW fun mixed in, of course), so I've got some work to do to pre since some of them havent played full 4e before, so going through things might take a week. I *think* ive done the prep I've needed to this week, but you know how it is. . . always something is forgotten til last minute. But I'll get to work on this as fast as I can

I'll start off with a suggestion for:

Bad Mofo - I recommend we try to keep the flavor text clean, so maybe just change the name to "Brute" or "Brutish" or something? Also, doing so would make it easilly placeable in both the Classes and Normal origin lists - As a sort of thug class in the former, and simply a big strong thing in the latter. The balance seemed pretty good.
#215

Chandrak

Jan 26, 2011 14:10:26
Displacer:
1. Each origin should only have one critical hit option, choosable at both level 2 and 6.
2. Helping hand needs to be clearer - if you can just wield an extra weapon, thats fine. If it lets you make an extra attack each round, that needs to be changed then.
3. The novice power deals almost its entire damage on a miss. You should probably either drastically reduce that (say, just dex mod), or drop it entirely and add grabbed as an effect to the hit or something.
4. Utility and Expert powers seem pretty good now

Lepidoptoid. . . hahaha, is that seriously a Mothra origin, complete with that pollen power? I like.
1. Same as displacer, has 2 critical powers.
2. Novice and utility powers could use some buffing. Expert is pretty good, as long as you buff the novice.

Lover
As I mentioned before, the concept is interesting, but the healing potential needs to be toned way down. Since surges do not exist in gamma world, there is no 'cost' to healing, and no way to run out, so any origin that heals needs to either have encounter power heals, or very small healing amounts.

Hater
1. Greed as an ability is good in concept, but you should make it a flat amount, on par with other damage Auras (i.e. Pyrokinetic). That, or maybe give them a save at the start of thier turn to avoid the ongoing damage.
2. Novice power could use some buffing. Either up the damage a bunch, or add an effect of some kind.
#216

Chandrak

Jan 31, 2011 23:15:27
First post has been updated with new info again. I seem to be having some cache issues or something, namely that I cant edit, preview, edit, preview, post. . . and then edit some more - it gets confused when i try to edit again after posting. I will have a help wanted section up soon hopefully, to advertise that I'd love to have some people with artistic talent do some origin cards to go with AH-Anarchy's ones
#217

Chandrak

Jan 31, 2011 23:22:39
Oh, and also. . . anyone know how to change the title of a thread? Is it even possible on these forums?
#218

Chandrak

Jan 31, 2011 23:49:02
Here's a few origin ideas that came to me while I was working on updates. It came to me that 3.5e templates are great sources of inspiration for things like mutations, so I went through a list I had. Feel free to take a shot at any I haven't posted yet

Tauric - like the old 3.5e template. A Centaur/Wemic/Dracotaur type origin.
Horrid - Another template-based idea, this one was sort of like a Dire creature on steroids.
Voidmind - A sort of controller-ish origin that negates attacks whose name is stolen from Genasi.
Clockwork - because who doesn't like steampunk?
Chimeric - A 'special' option like PSH, EngH, and Clone that lets you choose powers from multiple origins.
Magma Hurler - A blend of Siesmic and Pyrokinetic, with molten rock powers.
Half-Golem - You've had one or more body parts supplimented by technology/magic
Dustform - A sand or dustbased origin inspired by Superhero genres. Generic powers like Ratswarm for maximum combination fun
Warbeast - An unusual origin, meant for beastial / partially intelligent creatures.
#219

Chandrak

Feb 01, 2011 0:51:32
Continuing with the archetype origins idea, I've finished and posted a Medic origin:  glimmthegnome.wordpress.com/2010/12/22/a...

Let me know what you think of it. 




Wow, I don't know how I totally missed this when counting back through origins. I completely missed your Gearhead one as well. (And Protector is new as well). Good work on all of them. If you don't mind my including those two as well. . . well then we're at 20 for a non-mutation set for class-like origins! :D
#220

Chandrak

Feb 01, 2011 2:21:16
Heh wow ok... so I made Tauric from scratch, only to discover that its powers were almost identical to the Hoofed origin. Tauric is pretty generic though, and could be used for just about any kind of creature, not just Centuars, and not just hoofed creatures.

Oh well, so much for my own advice about not duplicating similar origins. Maybe someone can offer som suggestions as to how to change it up a bit to make it different (other than the features). Here's the current form, anyway:

Tauric

You hail from a universe where quadrupeds with humanoid torsos were the dominant body form.

Mutant Type: Con; Bio; +2 to bio overcharge.
Skill Bonus (Level 1): Gain a +4 to Athletics checks.
Defense Bonus (Level 1): Gain a +2 bonus to Fortitude.
Built Like A Truck (Level 1): You are treated as being mounted as all times, as if you were riding a mount from the Legion of Gold rules. You gain the benefits of both rider and mount from feats.
Tauric Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage, and the target is knocked prone and weakened (save ends both)

Kick (Tauric Novice)   
Flavor Text Needed
At-Will • Bio, Physical
Standard Action     Melee 1
Target: One creature
Attack: Constitution + your level vs. Reflex
Hit: 1d8 + twice your level physical damage, and the target is knocked prone.

Quick Dash (Tauric Utility)
Flavor Text Needed
Encounter • Bio
Minor Action        Personal
Effect:  Until the start of your next turn, your speed increases by two.

Trample (Tauric Expert)
Flavor Text Needed
Encounter • Bio
Standard Action     Personal
Effect: Move your speed. During the move you may pass through enemy squares without provoking attacks of opportunity. You may use the Kick power as a free action against each enemy whose space you enter, but you may only kick each target once.
#221

GlimmTheGnome

Feb 01, 2011 19:35:45
Continuing with the archetype origins idea, I've finished and posted a Medic origin:  glimmthegnome.wordpress.com/2010/12/22/a...

Let me know what you think of it. 




Wow, I don't know how I totally missed this when counting back through origins. I completely missed your Gearhead one as well. (And Protector is new as well). Good work on all of them. If you don't mind my including those two as well. . . well then we're at 20 for a non-mutation set for class-like origins! :D



Yeah, you can definitely include them. I just posted the Protector yesterday, and was meaning to post here with a link to it. I'm also planning to get a Ravager origin up later this week.

For those who haven't seen it yet, the Protector is available here: glimmthegnome.wordpress.com/2011/01/31/a... 
#222

GlimmTheGnome

Feb 04, 2011 15:39:05

I posted my Ravager origin today. It's a take on what a barbarian-type character would look like in Gamma World. You can download the pdf from my site: glimmthegnome.wordpress.com/2011/02/04/a...


Please let me know what you think.  

#223

Oraibi

Feb 05, 2011 2:53:57
Following up on my idea from my housemate earlier tonight, here's the Animated origin:


Download the Animated origin here!

#224

billdownawell

Feb 05, 2011 4:21:00
Following up on my idea from my housemate earlier tonight, here's the Animated origin:


Download the Animated origin here!





Amazing!

 
#225

Chandrak

Feb 05, 2011 15:38:02
Following up on my idea from my housemate earlier tonight, here's the Animated origin:


Download the Animated origin here!




Hahaha, that's fantastic. The anvil is is pretty strong, but not overly so. I love it
#226

Crank99

Feb 06, 2011 20:46:28
Following up on my idea from my housemate earlier tonight, here's the Animated origin:


Download the Animated origin here!


Awesome Origin. I will be using this in my games.

#227

ChaoticGood

Feb 07, 2011 0:05:41
Glimm,

I've been pretty impressed with your non-mutant origins. I've more or less decided to use your archtypes as a sub-list for pure humans. Not quite sure how to implement it during character creation yet, but I'll post a chart when I figure it out.
#228

Oraibi

Feb 08, 2011 3:28:34

Here's a new origin that uses the vocation rules from Legion of Gold. Or maybe I just liked typing "Expert Expert" for the expert power.


EXPERT

You're the best there is at what you do.


Other people have luck. You have skill. Or rather, skills – more of them than the average inhabitant of Gamma Terra, that's for sure. You could be a beast-riding bounty hunter, a spice-trading naturalist, a storytelling mad scientist, or a marauding soldier of fortune. What you do doesn't matter as much as how well you do it – and there are none who do it better than you.

Download the Expert Origin now!

#229

Oraibi

Feb 08, 2011 3:31:41
I fixed a mistake (attacking vs. Reflex in the at-will, was supposed to be against AC) in the Animated origin; download a fixed copy of the PDF from here:

boldpueblo.com/downloads/gammaworld/GW-o...
#230

GlimmTheGnome

Feb 09, 2011 20:15:35
Glimm,

I've been pretty impressed with your non-mutant origins. I've more or less decided to use your archtypes as a sub-list for pure humans. Not quite sure how to implement it during character creation yet, but I'll post a chart when I figure it out.



I'm glad you're enjoying them and looking forward to hearing how they work out for you.
#242

ChaoticGood

Feb 22, 2011 19:39:31
This was on the second page, and I'd really like to get some feedback, so my apologies all around, but...

#243

Tony_Vargas

Feb 24, 2011 12:32:36
Is it just me or is the Serpentine origin missing from PDF 2?

It might be under a different name - I changed the name several times after initially writing it...

#244

Chandrak

Feb 25, 2011 2:58:15
Umm, wow. I cant believe nobody ever noticed that. Serpentine is indeed missing. There's 20 origins in the pdf, but one if Extraterrestrial, which was included as an optional variant. I guess when counting up to make sure I did them all, I didnt even notice, and nobody pointed it out :P Which is kinda amusing, because tony is still credited for it in the pdf.

Good thing someone pointed it out before i finished this next pdf. Ill add it next time i can work on this.

I really need a proofreader ;P



As a side note... I am very, very sick with flu this week, and have been mostly bedridden since sunday. It would be a huge help for me if someone could go through and copy/paste posts with the class-like origins and send it to me as a basic text file or something. Thatd save me some time, and all id need to do is the formatting.
#245

Kelvor_Ravenstar

Mar 01, 2011 16:11:34
For those with plenty of experience making these origins, have any of you figured out guidelines for what a standard level of power is for each ability level?
I'm working on about 9 new origins for my game, and I'm having trouble figuring out how far each Utility and Expert power should go. About what level powers do you think they would be equivalent to in D&D 4e?
I think the best I can do is reverse engineer the origins to figure out average damage or the spread of power between origins. 
#246

Tony_Vargas

Mar 02, 2011 19:55:34
I kinda do it by feel.  Gamma World isn't as balanced as 4e, it errs on the side of mayhem.  But you get a general idea of what's what by becoming familiar with the existing origins.

For at-wills, they should be noticeably better than D&D at-wills, for the most part.  In general, if they hit multiple targets and have fun riders, they do a d6.  If they put a rider on just one target, they do a d8, or weapon damage.  If they just hit hard, they do d10 to 2d8 damage.

Utilities... I guess about equivalent to a high Heroic utility in D&D?  Messing with the way cards or drawn, a teeny bit of healing, saves, and movement effects are all suitable things to do with a utility.

Expert powers should be comparable to D&D dailies, IMHO.  Two or three times the dice of a basic attack +2*level damage, for starters.  Miss or Effect lines aren't unreasonable.



The spread in power among existing origins is pretty broad.  There are origins with a not-too-special-seeming Novice Power, that's 1/encounter and others with crazy-powerful ones that are at will (even a minor action, in one case).  There's a lot of us who just push novice powers into some kind of more consistent 'box' - I generally go with all Novice Powers are at-will & standard actions. 

#247

Chandrak

Mar 04, 2011 8:49:54
Minor News update: Finally mostly over the flu, but sick enough to not have any responsibilities yet, so taking today to work on the compilation. The first 2 compilations have been gone over/typed up, Serpentine is added, and I'm now finally working on enitrely new stuff. I'll be doing that all today, and thanks to Tony sending me a text of his class-based origins, I'll have a leg up on those as well. So should make some major progress today. I'll keep people updated as I go along
#248

FlashbackJon

Mar 04, 2011 9:46:38
Only a week later than promised, but here they are: SIX new origins, based on the classes available in the "low-tech" MMORPG, Kingdom of Loathing!

Thrust-Smack (At-Will, Standard) Melee weapon +1: Str + Level + [W] VS. AC =
[W] + Str + 2xLevel damage. If you are wielding a 2-handed melee weapon, deal
double damage.

#249

jubjubbird

Mar 04, 2011 17:43:29
Great Chandrak! :D 
#250

Chandrak

Mar 04, 2011 19:49:11
Another minor update: finished up most of the origins that aren't in the class group today; We're apparently short a few from 20 since we never heard back on balance changes from the person who posted Displacer / Lepidoptoid / Etc - I've got 17 so far added in to the compilation (speak up if theres one ive missed (Not including the Kingdom of Loathing ones in the general group. As amusing as they are, they'll go in the 'extras' section since theyre a bit wacky).

1. Vampire - RPJesus
2. Chelonian - RPJesus
3. Koopa Troopa - Dudesock
4. Infected - Deadworld
5. Fey - Tony_Vargas
6. Invisible - ChaoticGood
7. Puppeteer - Chandrak
8. Tyrannosaur - Glimmthegnome
9. Rabbit - Oraibi
10, Solar - Sol_Lich
11. Ocular - Oraibi
12. Toxin - Sol_Lich
13. Brute - Foigofwar
14. Hemokinetic - Chandrak
15 Blue Mage - Chandrak
16 Tauric - Chandrak
17 Animated - Oraibe
#251

dodonna27

Mar 04, 2011 23:28:27
Another minor update: finished up most of the origins that aren't in the class group today; We're apparently short a few from 20 since we never heard back on balance changes from the person who posted Displacer / Lepidoptoid / Etc - I've got 17 so far added in to the compilation (speak up if theres one ive missed



There's also the "Mathemagic" origin that I posted a couple of weeks ago (see page 24 of this thread, or go to http://thiel-a-vision.com/downloads/gw-origin-mathemagic.pdf).

#252

jubjubbird

Mar 05, 2011 14:05:00
Another minor update: finished up most of the origins that aren't in the class group today; We're apparently short a few from 20 since we never heard back on balance changes from the person who posted Displacer / Lepidoptoid / Etc - I've got 17 so far added in to the compilation (speak up if theres one ive missed (Not including the Kingdom of Loathing ones in the general group. As amusing as they are, they'll go in the 'extras' section since theyre a bit wacky).



Can't we edit those few ourselves if the outhor doesn't?
#253

Oraibi

Mar 06, 2011 2:55:45
Did you get my Expert origin? (It's more in like with the "skilled" / "profession" origins, mind you.)

All of mine are here: boldpueblo.com/dazed/tag/origins/

I keep threatening a Muppet origin but I probably won't do that one after all.

I've got a couple I might pump out this weekend -- I'm basically going to do one last push on my Gamma World content and then step down from doing it. I've got a couple adventures I'm working on plus maybe those origins, plus a few more surprises then I'm out. (It'll still be on my site in perpetuity of course!)

#254

Tony_Vargas

Mar 06, 2011 4:04:00

Shadoweaver

Shadoweaver 



You don't control light, exactly.  You don't control or generate darkness, exactly.  But the interplay of light and darkness - shadow - that's your plaything.   As long as you're not in total darkness or circumradiant light, the shadows are yours to command.

Appearance:   You may be fearsome or magnetic, depending on your personality.  You tend to favor dark clothes, and may be very dark (or pale) yourself.  Or maybe you just look that way as the shadows you love flock about you.
                                  
Mutant Type: CHA; Dark; +2 to Dark overcharge. 
Shadowrap (Level 1): Gain a +4 to Stealth and Perception checks.  Unless you are in an area completely devoid of shadows, you have concealment at all times.
Shadoward (Level 1): Gain a +1 to AC, REF and WILL.  
Shadoweave (Level 1):  You can control the shape and movement of shadows within 5 squares of you.  It can be fun or kinda creepy, and is generally no more difficult than speaking (Free Action).  You can also, as a minor action, either eliminate concealment due to dim light or shadows in a square, or render a square completely dark by flooding it with shadows.  The effects last until the end of your next turn, though you can renew them on your turn if you wish.
Shadowrack Critical (Level 2 or 6): When you score a critical hit, you inflict 1d6 extra force & necrotic damage with that attack, and you gain total concealment from the target until the end of your next turn.

Shadoweapon (Shadoweaver Novice)
You strike at an opponent's shadow with the shadow cast by our own weapon. 
At-Will • Dark, Weapon
Standard Action                     Melee weapon
Target:  One creature.
Attack:  CHA + Acc + level vs REF
Hit:  1[W] + CHA + level.  

Shadowalk (Shadoweaver Utility)
You step into a shadow - and out of a different shadow.
Encounter • Dark
Move Action      Personal
Effect:   In combat, you can teleport your speed and, if the square you teleport to is dimly illuminated or grants concealment normally, you have total concealment, and can make a Stealth check to become Hidden as part of the move action.  If you are not in combat, you and any willing allies can travel 'through the shadows' up to 20 miles in a single minute.  At the end of the travel, you take 1 cold damage per mile traveled, are weakened for one round per mile traveled, and cannot Shadowalk again until you have taken an extended rest.  Any allies accompanying you take 5 more cold damage than you did, are weakened twice as long, and are also stunned (save ends) upon arrival.

Shadowrithe (Shadoweaver Expert)
You bring shadows to life in a vortex around you, directing them to attack your enemies and shield your friends.
Encounter • Dark, Necrotic, Force, Illusion
Standard Action             Close Burst 3
Target: Each enemy in burst.
Attack: CHA + your level vs. REF
Hit:  2d8 + CHA + 2*level force & necrotic damage and the target is restrained and all enemies have concealment from it (save ends both).
Effect:  You can slide any of your allies in the burst up to your CHA mod in squares, and you and each ally you slide gains temporary hps equal to your CHA mod + your level.

     
#255

dodonna27

Mar 06, 2011 21:09:40
I've got a couple I might pump out this weekend -- I'm basically going to do one last push on my Gamma World content and then step down from doing it. I've got a couple adventures I'm working on plus maybe those origins, plus a few more surprises then I'm out. (It'll still be on my site in perpetuity of course!)



Sorry to hear that; the content you've put out so far has all been wonderful!

#256

ChaoticGood

Mar 06, 2011 23:45:07
Oraibi, I would be very happy if Hasbro/WotC sold you the rights to Gamma World whole cloth.

Just sayin'.
#257

Oraibi

Mar 07, 2011 4:34:41
Oraibi, I would be very happy if Hasbro/WotC sold you the rights to Gamma World whole cloth.

Just sayin'.


I'm unemployed and broke. I have no ability to be "sold" much of anything.

#258

Tony_Vargas

Mar 07, 2011 19:41:17

Help Wanted
3. Flavor Text - Could use someone who's feeling creative and wacky to go through the pdf and make flavor text suggestions: some authors have come up with thier own, but others have not, and a few origins have some flavor text but isnt complete. We dont have any sort of requirement for flavor, but hey, this is Gamma World. . . the sillier the flavor text, the better :P





OK, here goes:  PDF1:


Goatfolk:    No, you're not a devil or a satyr, you're just an antropomorphised mutated goat.  Sometimes, though, it's more fun to let others jump to conclusions.


Illusionist:   You channel dark energy into light and shadow to form quasi-real images.  OK, not as deadly as balls of fire and bolts of lightning, but useful if you're clever.


Squidling:   With the exception of some really kinky japanese chicks, the only people who like you, like you deep-fried.


PDF2:

Acidic (appears to have the flavor text of the amphibian):   You secrete acid.  If you are otherwise a vertebrate, it may be that mutation has everted portions of your digestive tract or evolved a novel defense adaptation.  Or, you could be a blob of protoplasm.


Hoofed:  You are a hexapoid quadropedal ungulate.  OK, you're a centaur. 
 - Trample:  You always have the right of way.
 - Gallop:  One advantage of the quadropedal gait is speed.
 - Back Kick:  Your enemies should think twice about flanking you.


Inspiring:
 - Warcry:  "Remember the Alamogordo!"
 
- Ride of the Valkyries:  Dum-da-da-dum-DUM Dum-da-da-DA-dum ...

Prehistoric:   Just because you're hunched and muscular and have a supra-orbital torus, that doesn't make you some kind of primitive unthinkingly violent brute.  No, it's the way that you casually bash people's skulls in that does that.
 - Club, Smash!  Making things you don't like go splat for 3 million years.
 - Thick Skull, Tiny Brain:  "Ha! You missed all my vital spots!"
 - Let There Be Fire!  When Og pushed his rival Korg into the fire, he realized he had invented something much more than just a way to cook mamoth.




PDF3:

Infected
 - Bloody Feast:  Your victim is paralyzed by the sheer horror of being eaten alive.
 - Fast Zombie:  Always first in line at the buffet.
 - Ivigorating Meal:  You partake of the strength of you enemy.

Invisible:
 - Unseen Hand:  Wasn't me.
 - Where'd You Go:  You can't hit what you can't see.
 - Disapearing Act:  Great at parties.

Tauric (BTW, how is this different from Hoofed?)
 - Kick:  Go ahead, say it: 'like a mule.'
 - Quick Dash:  One advantage of the quadropedal gait is speed.
 - Trample:  You always have the right of way.
#259

Kelvor_Ravenstar

Mar 08, 2011 14:39:33
I'm using Gamma World for a Superheroes game, and to round out the Origins and make it more 4-color I've added a few origins to my tables. This gives me three sets for 20 Origins. In addition to the ones below, I'm using Animated, Expert, Blue Mage, Illusionist; and adding them to the origins from Legion of Gold. I'm working on a Mutator origin as well, but still having trouble coming up with thematic abilities that aren't too similar to the Blue Mage.

Here's my new origins. Looking forward to constructive feedback.


Guardian


Guardian
Like the knight in shining armor of old, you stand between the darkness and the innocent. Whether the innocent be your fellow heroes, or the peasantry running for cover as you and your dastardly opponent demolish the city.

Appearance: An imposing figure, some Guardians exude an aura of quiet confidence, while others are loud mouthed braggarts. Either way, enemies trying to hurt their friends are in for a bad day.


Mutant Type: Strength; Bio; +2 to Bio overcharge.
Built like a Linebacker (Level 1): Gain a +4 bonus to Athletics skill checks.
Don’t Count Him Out (level 1): You start with 2 extra hit points. At levels 2, 4, 6, 8, and 10 you gain an additional 1 hit point.
Guardian Aura (Level 1): Enemies adjacent to the Guardian take a -2 to attacks that do not include the Guardian as a target.
Guardian Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional 1d10 damage, and the target is Immobilized until the start of your next turn.


Defender’s Strike                                           Guardian Novice
You’re in for a bad day, son.
At-Will • Bio, Physical
Opportunity Action     Melee 1
Target: One enemy adjacent to you that either shifts or makes an attack that does not include you as a target.
Effect: You make a melee basic attack against the triggering enemy. If the attack misses the enemy still takes damage equal to your Strength modifier.


Glowering Threat                                              Guardian Utility
If you want to hurt them, you’ll have to get through me first.
Encounter • Bio
Minor Action                   Close burst 2
Target: Each enemy in burst.
Effect: Until the end of your next turn, each target takes a -5 penalty to attack rolls against any creature other than you.


Brazen Assault                                                   Guardian Expert
To protect your allies, you put yourself in danger, knowing you can rely on your own resilience to maneuver yourself for a better attack position.
Encounter • Bio
Standard Action      Melee weapon
Target: One creature
Attack: Strength + your level + weapon accuracy vs. AC
Hit: 3[W] + Strength modifier + twice your level damage, and the target is pushed 2 squares.
Effect: You gain resist 5 to all damage, but grant combat advantage to all attacks. This effect lasts until the end of the encounter, or until you end it as a free action on your turn.

#260

Chandrak

Mar 10, 2011 7:48:31
@ dodonna - I havent forgotten Mathemagician I'm just on the fence whether or not I should put it with regular origins, or the non-mutation origins. I'm open to persuasion one way or the other though!

@ jubjubird - Sure, I dont see why we can't do our own versions of the Displacer / Lepidoptoid origins, since the OP hasnt come back to post again. I'll give him credit still, of course. I'd really love to include the Lepidoptoid for sure, mostly because I love Toho Kaiju, and because there were some hilarious moth-people in a few shows I've liked over time.

@ Tony_Vargas - Haha nice. Thanks for the flavor texts. We've had way too many that have been blank. I particularly liked the squidling one ;P Oh, and nice work with Shadowweaver too - I think my only nitpick is that the novice could be a bit stronger. I realize its Weapon Acc vs NAD, which certainly makes it very accurate, but I think the damage could maybe use a slight boost if you don't want to add an effect to it. Or maybe add reach 1 or something to it since youre stabbing a guys shadow? I dunno. Something minor, anyway.

@Kelvor - I havent gotten to go over most of the non-mutation stuff in general, but I though some of yours seemed pretty funny. I'll be starting in on going over all those class origins shortly though, and will be taking some in-depth looks at em all.
#261

Tony_Vargas

Mar 10, 2011 13:18:00

Gamma World as a supers game is a whole'nuther thing.  Those origins are pretty cool, though, I especially like the Tick-inspired nigh-invulnerable.  ;)


Chandrak: Yeah, just because a lot of novice powers are over- or under-powered doesn't mean I don't still like the idea of mine being balanced.  Acc vs nACD is plenty, and it makes weapon attacks worthwhile for a WIS origin.  Maybe make it 'useable as a basic attack?'

#262

Chandrak

Mar 12, 2011 23:16:29
Here's my take on Lepidoptoid. I took the Mothra-like route because I thought it was funny ;P


Lepidoptoid


You have antennae, possibly bristle-like hair or soft fur, and a huge pair of bright, multicolored butterfly wings. You know Mothra? Yeah, its like that.


Mutant Type: Charisma; Bio; +2 to bio overcharge.


Skill Bonus (Level 1): You gain a +4 to Interaction checks


Shifting Patterns (Level 1): You gain resist 10 to a type you specify at the start of each encounter.


Pollen Release (Level 1): When you become bloodied, all enemies in close burst 3 take ongoing poison damage equal to your level (save ends).


Flight: You have limited powers of flight. You gain a flight speed equal to your level, but you cannot make attacks while flying. If you are attacked while flying, you must make a saving throw or fall.


Lepidoptoid Critical (Level 2 or 6): When you score a critical hit, you push the target 3 squares and knock it prone.


 


Wing Pollen (Lepidoptoid Novice)
You flap your wings and release a spray of pollen.
At-Will • Bio, Poison
Standard Action Close blast 3
Target: Each creature in blast
Attack: Charisma + your level vs. Fortitude
Hit: 1d6 + Charisma modifier + your level poison damage, and the target is grants combat advantage (save ends).


 


Blinding Lights (Lepidoptoid Utility)


Bright multicolored lights flash from your wings, deflecting damage.
Encounter • Bio


Immediate Interrupt Personal


Trigger: You would take damage.


Effect: You gain resist 5 All until the start of your next turn.


 


Nuclear Pollen (Lepidoptoid Expert)


You begin to produce glowing, radioactive pollen that progressively weakens you opponents. It gets on your hands, your weapons, everything. . . all it needs is delivery.
Encounter • Bio, Poison


Minor Action Personal


Effect: The damage from your next attack becomes ongoing poison damage (save ends).

#263

Chandrak

Mar 13, 2011 0:10:09
Ok, so its not finished yet - I'm still working on the Class Origins - but heres whats done so far, so people can stop PMing me asking when the next set of 20 is finally done ;P

As a note, I didnt include Mathemagic, I decided to put that in with class lists, though of course itll be in the full list and theres nothing stopping people from using class origins with the others

You can find the partially-done pdf with 3 sets of 20 HERE

Let me know if the link doesnt work for you.
#264

jubjubbird

Mar 13, 2011 10:46:13
@Chandrak

The link doesnt work for me. It says what I'm looking for doesnt exist. 
#265

Chandrak

Mar 14, 2011 9:00:01
Ok try the following one - apparently for some reason googledocs doesnt like me using the defaut listed one on the pdf's page, i have to actually click the 'share' button. . . which does the same thing. Who knows.

tinyurl.com/4946nff
#266

Tony_Vargas

Mar 14, 2011 15:04:44
Hey, you added an extra 'w' to Shadoweaver.  That was part of the whole schtick with that origin...
#267

Chandrak

Mar 14, 2011 15:07:39
Hey, you added an extra 'w' to Shadoweaver.  That was part of the whole schtick with that origin...



Really? I thought I got em all so there wasnt an extra. I noticed you left one out of every power name. I'll check and correct my text so when i release the full update, itll be correct.

Edit: Oh haha, yep, in the tables, I see it. Fixed on my text.
#268

Tony_Vargas

Mar 14, 2011 15:27:35
Thanks.    I don't know shadowhat made me think that shadowas a good idea, but I'm sticking shadowith it. 



Also, I updated my flavor text post, above.
#269

jubjubbird

Mar 14, 2011 15:43:48
That one works

Very nice work so far. I saw some flavor texts missing, but I take it you are aware of that.

I have an idea for another Origin. I think it doesnt exist yet, I'm not sure.

____________________________
Bansidh. (Banshee)
You are the doom sayer of the dead, maybe you stayed behind after the fall of man or maybe you are an ancient goddess claiming those whose time has come.

Mark of Death
Your time is up!
You mark a target who's time has come. (minusses on attack rolls and skill checks + damage?)

Ethereal flutter
How do you defeat something that is not there?
Basically a teleporting effect in which the Banshee fades out moves to another spot her speed and fades in.

Scream of the Banshee
For whom the bell toles.
The Banshee's scream effects everyone in a burst area damaging them and striking them with utter terror.
______________________

 Something like that, what do you think? is there one like that allready?
#270

Chandrak

Mar 14, 2011 15:43:51
Nice. Updated those too

Tauric did turn out pretty much the same as Hoofed. Initially, Hoofed just represented having hooves - not neccesarily being quadrupedal. So I made Tauric, which represent any kind of Quadrupedal creature + humanoid torso. There's quite a few in D&D, like the Dracotaur, or the Hobogoblin-Gryphon whos name I forget, for instance. But I can see how Hoofed could represent quadrupeds.

Edit: Cool, and no, nobody's done a Banshee one yet. Theres a Siren, but thats different.
Flavor text ought to be "Let our enemies despair, for the Banshee howls their doom!" from Dawn of War ;P (j/k)
#271

Tony_Vargas

Mar 14, 2011 15:55:08
Nice. Updated those too

Tauric did turn out pretty much the same as Hoofed. Initially, Hoofed just represented having hooves - not neccesarily being quadrupedal.

Really?  I was wondering that when I read 'Hoofed' to do flavor text, and the 'back kick' power really said 'quadruped' to me, because, y'know, bipeds don't have hind legs, exactly.  Of course, if Hoofed were bipdal, they'd be a lot like goatfolk. 

I guess the overlap is inevitable with multiple contributors.
#272

Tony_Vargas

Mar 14, 2011 16:03:57
Here's my take on Lepidoptoid. I took the Mothra-like route because I thought it was funny ;P


Lepidoptoid


You have antennae, possibly bristle-like hair or soft fur, and a huge pair of bright, multicolored butterfly wings. You know Mothra? Yeah, its like that.




www.neomonsterisland.com/daikaijuacadamy...

#273

jubjubbird

Mar 14, 2011 16:55:53

Edit: Cool, and no, nobody's done a Banshee one yet. Theres a Siren, but thats different.
Flavor text ought to be "Let our enemies despair, for the Banshee howls their doom!" from Dawn of War ;P (j/k)



I'll try and see how far i get in working the banshee as a good origin :D

And I will definitly use that flavor text! :D

#274

Chandrak

Mar 15, 2011 10:16:31



www.neomonsterisland.com/daikaijuacadamy...




Hahaha, that comic is so wierd. I check it out occassionally, and some of the artwork pieces are pretty good. But yeah, that pic is about right Tongue out
#275

Chandrak

Mar 15, 2011 10:22:50
That one works
____________________________
Bansidh. (Banshee)
You are the doom sayer of the dead, maybe you stayed behind after the fall of man or maybe you are an ancient goddess claiming those whose time has come.

Mark of Death
Your time is up!
You mark a target who's time has come. (minusses on attack rolls and skill checks + damage?)

Ethereal flutter
How do you defeat something that is not there?
Basically a teleporting effect in which the Banshee fades out moves to another spot her speed and fades in.

Scream of the Banshee
For whom the bell toles.
The Banshee's scream effects everyone in a burst area damaging them and striking them with utter terror.
______________________



Some good ideas here. Definitely like the sound of the novice power, and certainly makes sense to have the expert power as it is - though if you want to go with D&D type, its usually called "Wail of the Banshee" I think. Though Scream works too I would suggest something other than Ethereal Flutter for the At-Will, simply because the sort of battlefield movement utilities are getting really common. A fair number of the compilation origins have them, and some of the official ones too. You could do some sort of nasty debuff (with a nod to Warcraft 3 maybe), or maybe add some sort of attack/debuff effect to the Ethereal flutter to spice it up, like maybe a short teleport + burst effect.

#276

jubjubbird

Mar 15, 2011 15:22:52

This is what I have so far.


Banshee


Let our enemies despair, for the Banshee howls their doom!


You are an omen of death and a messenger from the other world. Maybe you are what's left of an ancient deity or immortal blood runs through your veins. You have trouble getting friends and people liking meeting you, something to do with the death omen maybe?


Appearance: Your appearance is both beautiful and unsettling. You complexion is pale and your eyes are reddish as if you've been crying.


Mutant type: Charisma; Psy; +2 to Psy overcharge.
Skill bonus (Level 1): Gain a +4 bonus to Stealth checks.
The end is neigh(Level 1): You can detect which enemies and allies are bloodied and which are near death. All you need is to be able to see them.
Hoover (Level 1):Not exactly flying but you can hover your speed over any surface (including water)
Not of this world(Level 1): Gain damage reduction 10 necrotic.
Banshee critical: When you score a critical hit the attack deals 1d10 extra damage and the target is weakened until then end  of your next turn.


Banshee's call (Banshee Novice)
"For whom the bell tolls"
You mark a target who's time has come. (minuses on attack rolls and skill checks + damage?)


Wraith of The Banshee (Banshee Utility)
"flavor text"
The Banshee becomes incorporeal and moves her speed then becomes corporeal again. Obstacles have no effect on this move as long as you don't end up inside one. Any creatures in the path of the movement are attacked by The Banshee as she moves through them. (Weakening them or stun?)

Wail of the Banshee (Banshee Expert)
"flavor text"
The Banshee's scream effects everyone in a burst area damaging them and striking them with utter terror.



#277

Chandrak

Mar 15, 2011 20:06:31

Banshee




Ok, so I was a tad off on the quote; played some DOW2 today, and its actually 'Let our enemies forgo all hope, for the Banshee howls thier doom'. So I had it almost correct.

Traits section looks perfect, good job there.

Banshee's Call could be interesting, if maybe you turned it into a nasty debuff with only like modifier + lvl damage or something, and gave it some hefty riders, like -2 to attack and defenses or something like that.

Wraith (is that supposed to be Wrath?) should be good, though I dont think it should be an automatic weaken or stun. Maybe have them make a save or be weakened for a turn.
#278

Tony_Vargas

Mar 15, 2011 20:17:01
Utilities can set up attacks, but they don't usually include attacks.

You might want to have 'Wraith' just give phasing & insubstantial (assuming they're even in Gamma World) for a turn.
#279

jubjubbird

Mar 17, 2011 13:48:54
Right I made The Banshee Origin the way I think works.

Here is a link to it: PDF 

Any comments to it are welcome.
#280

jubjubbird

Mar 22, 2011 5:01:38
I see there is no Ninja Origin yet... thats my next project. Laughing
#281

Chandrak

Mar 23, 2011 12:10:03
I think it looks good now Immobilize is not a particularly strong condition, so the fact that the utility can inflict it is not so big of a deal. Doesn't seem too powerful to me. Overall, I think it'll work pretty well, beyond a few typos which don't really matter ;P
#282

Chandrak

Mar 23, 2011 13:31:32
I've got a half-day to myself today, and I'm working on the Class Origins now. Hopefully I can make it pretty far in before I have stuff I need to do.

@Tony_Vargas: Thanks again for that file you sent me. Since you basically use the same format as I do, Its mostly just been copy/paste touch up. But you sure do make it hard to fit each origin on a single page! :P Apologies in advance for having to cut appearance / some flavor text to make it all fit. Normally I find some rules re-wording works to fit things, but yours rarely need that, hehe.
#283

Chandrak

Mar 23, 2011 13:37:25
@Tony Vargas:  Hmm, Ok a few things I noticed while im going through your class origins. Check back on this post periodically - I'll just list things and then take items off as theyre addressed. Easier than filling up the thread with posts (if it comes to that).

1. Hunter is missing a Lvl 1 Passive power, and a Lvl 4/8 Alpha replacement. The field is there, its just blank in the file you gave me, like you were working on it but skipped it for later.

2. What do you say about having powersource keywords for the origins? I dont think powersource actually affects anything when it comes to non-alpha/omega powers, and it kinda bugs me not putting em in, since pretty much everything has a powersource keyword. I suspect a new set might be needed for classes anyway... like Martial, Science, Arcane, and Psi maybe. Any suggestions/comments?
#284

jubjubbird

Mar 23, 2011 14:15:54
I think it looks good now Immobilize is not a particularly strong condition, so the fact that the utility can inflict it is not so big of a deal. Doesn't seem too powerful to me. Overall, I think it'll work pretty well, beyond a few typos which don't really matter ;P



Thank you

And sorry for the typo's. English is not my native language and allthough I like to think I'm not that bad I do make mistakes.... then again... maybe I make just as many in my native language :P 
#285

Tony_Vargas

Mar 26, 2011 3:22:40
As far as fitting origins to one page, I just change the font sizes.  :shrug:

@Tony Vargas:  Hmm, Ok a few things I noticed while im going through your class origins. Check back on this post periodically - I'll just list things and then take items off as theyre addressed. Easier than filling up the thread with posts (if it comes to that).

1. Hunter is missing a Lvl 1 Passive power, and a Lvl 4/8 Alpha replacement. The field is there, its just blank in the file you gave me, like you were working on it but skipped it for later.



Stalker (Level 1): When you have surprise or win initiative you gain combat advantage against any enemy that has not yet acted in the encounter.

Like the Wind (Level 4 or 8, instead of an additional Alpha mutation): You can make a stealth check if you move into cover (other than that granted by creatures) or concealment, rather than breaking line of sight. You do not take a penalty to Stealth checks for moving up to your normal speed.


2. What do you say about having powersource keywords for the origins? I dont think powersource actually affects anything when it comes to non-alpha/omega powers, and it kinda bugs me not putting em in, since pretty much everything has a powersource keyword. I suspect a new set might be needed for classes anyway... like Martial, Science, Arcane, and Psi maybe. Any suggestions/comments?

If you were to standardize on some skillish powersources, sure.  Otherwise, not really.  Except for the ESPer, Sorcerer, & Acsetic, they're not supposed to have such keywords, since they're not in any way related to a mutation.

edit 4/9/11: For 4e-compatibility 'Martial' would make sense for a lot of 'em.
#286

GlimmTheGnome

Apr 11, 2011 9:57:17
I've posted another archetype origin designed to go along with the vehicle rules for Gamma World - the Road Warrior. Let me know what you think.


glimmthegnome.wordpress.com/2011/04/11/a...
#287

matt_sheridan

May 02, 2011 23:09:19
I've been on a bit of an origin-designing kick, lately--specifically bio origins--and I'd love to contribute and hear any criticism or suggestions you folks can offer.


Armored
Armored

Armored Traits
Mutant Type: Constitution; Bio; +2 to bio overcharge.
Skill Bonus (Level 1): Gain a +4 bonus on Mechanics checks.
Living Armor (Level 1): Gain a +6 bonus to AC and a +2 bonus to Fortitude.  You can't wear armor, but you can use a shield.
Tough as Hell (Level 1): You have a +2 bonus to saving throws against effects that would daze, slow, stun, or weaken you.
Armored Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you gain a +2 bonus to all defenses until the end of your next turn.


Armored Powers


Off-Hand Crack (Armored Novice)
Still swinging your weapon in one armored fist, you surprise your opponent with a quick punch from the other.
EncounterBio, Physical
Minor ActionMelee 1
Target: One creature
Attack: Constitution + your level + 2 vs. AC
Hit: Constitution modifier + your level physical damage, and the target is dazed until the end of your next turn.


Turtle Up (Armored Utility)
You tighten up your armor, locking your plates or scales tighter.  You can't move fast this way, but it sure keeps the wind out.
EncounterBio
Minor ActionPersonal
Effect: You gain resist 5 physical and are slowed while this power is active.  You can deactivate this power as a minor action.


Body Check (Armored Expert)
You slam your armored bulk into your enemy, knocking it back.
EncounterBio, Physical
Standard ActionMelee 1
Target: One creature
Attack: Constitution + your level vs. Fortitude
Hit: 2d10 + Constitution modifier + twice your level physical damage, and you push the target 1 square directly away from you.  If the square the target would be pushed into is occupied by blocking terrain, the target is not pushed, and suffers 1d10 extra physical damage, instead.  If that square is occupied by another creature, the target is not pushed, and the second creature is knocked prone.
Miss: The power is not expended.

#288

GlimmTheGnome

May 20, 2011 18:50:14
I posted an updated pdf version of the Scientist origin based on the one written and posted by Paulos. Let us know what you think of the updated version.

glimmsworkshop.com/2011/05/20/archetype-...
#289

GlimmTheGnome

Jun 14, 2011 0:07:53
If anyone is interested, I've uploaded a Word document with the styles that I've used for my custom origins.

glimmsworkshop.com/2011/06/13/origin-and...
#290

battlemaster95

Jun 17, 2011 17:49:05
If anyone is interested, I've uploaded a Word document with the styles that I've used for my custom origins.

glimmsworkshop.com/2011/06/13/origin-and...

tis is rally good, though the utility block is structured like an attack power. also the radiation trifoild are replaced by + sighns. thought you might want to know.
#291

GlimmTheGnome

Jun 20, 2011 23:41:31
Thanks, the utility block being structured as an attack was an accident on my part, but it should still be enough to serve as a basis for the formatting.

To get a radiation symbol rather than the "+", you'd just need to find a font with the symbol in it then use that in place of the "+".
#292

battlemaster95

Jun 22, 2011 9:39:37
Thanks, the utility block being structured as an attack was an accident on my part, but it should still be enough to serve as a basis for the formatting.

To get a radiation symbol rather than the "+", you'd just need to find a font with the symbol in it then use that in place of the "+".

the radiation symbol is included in MS word. you have to open the insert symbol menu. it should be there somewhere.
#293

battlemaster95

Jun 22, 2011 10:43:55

a single origin, made for fun. +5 xp if you know where its from.

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