Origins as Classes

Post/Author/DateTimePost
#1

Tony_Vargas

Oct 26, 2010 19:09:24
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.

#2

doctorcomics

Oct 28, 2010 13:49:23
I'm working on an idea similar to yours, but not the same. Rather than making up new Origins for all these things, I am really just interested in expanding player options when it comes to Utility powers. I want to see characters with more interesting out-of-combat abilities.

So I am using Occupations which substitute player choice for the random 1d10 skill selection and then give the player a choice of Utility powers tied to that occupation. The player still has his attacks and traits from his origin -- rolled or chosen -- but a Mechanic occupation gives access to Mechanic utility powers at 3rd and 7th level, and so on. These powers are instead of, not in addition to, the utility powers the player gets from Origin. It's just more choices.

Occupations are on my blog.

Oh, and you'll see my rules for Pure Strains there, too. Which again have the same ultimate goal as your PSH race origin, but are intended to be simpler.