Power Generator

Post/Author/DateTimePost
#1

kozleto

Apr 13, 2009 12:52:40
I'm not sure if there is another thread like this one. I saw it in a bulgarian (I'm form Bulgaria) forum and it really is interesting, but the players there, well, suck, so I decided to try the same thing here.

The rules are simple - someone writes a Power name, whatever it is. The next guy composes a power with the name and gives another one for the next member. The third comments and gives recommendation for making the power more balanced and then he creates a power with the name, given by the second player. Feel free to create At-Will, Encounter, Daily, Utility or whatever. Just please, try to make the powers both funny and serious and use the core PHB1 and PHB2 classes. Good luck!

I'm starting: Choose from Martyr's Chains or Gamble!
#2

powerattackfortwenty

Apr 13, 2009 18:46:43
Matyr's Chain Cleric Encounter 13
You bind an enemy with chain of your faith,
but at a cost

Encounter Divine, Implement
Standard Action Ranged 20
Target: One enemy
Attack: Wisdom vs Will
Hit: Target is stunned (save ends). You are
dazed as long as the target is stunned.


Next Power: Lets go with Gamble again
#3

pigknight

Apr 13, 2009 22:47:14
Gamble; Rogue Attack 1
"C'mon don't fail me now!"
Daily; Martial, Reliable Weapon
Standard Action; Melee weapon
Target: One enemy
Attack: Dexterity + 1d4 vs AC
Hit: 1[W] + 1d20 + Dexterity modifier damage.

---

Gimme a "Void Eruption"
#4

ocarina_guy

Apr 13, 2009 23:58:58
Void Eruption Warlock (Dark) Daily 29
Explosions are FUN!
Daily * Arcane, Implement, Necrotic Close burst 5
Target: all enemies in burst
Attack: Charisma vs Will
Hit: 5d6 necrotic damage and ongoing 10 necrotic damage (save ends).
Dark Pact: You may deal damage to an ally within 10 squares an amount equal to half their surge value to increase the damage to 8d8 and ongoing 10 necrotic damage (save ends).
Miss: Half damage, and no ongoing damage.
Effect: A burst 3 zone is created that persists until the end of the encounter. Any enemy entering or starting its turn in the zone takes 1d6 necrotic damage and 5 ongoing necrotic damage.

Let's see a Wind of Death.
#5

kozleto

Apr 14, 2009 6:22:49
Wind of Death ---- Shaman Attack 3
You unleash a strong spirit wind to
crush your enemy.

Encounter * Implement, Primal
Standart action --- Ranged 10
Target: One creature.
Attack: Wisdom vs Fortidude
Hit: 1d10 + Wis modifier and you push your enemy up to two squares.
Miss: Half damage and you push the target one square.
Effect: If there is an enemy adjacent to this one, you deal 1d8 + Wis
modifier damage to him and push him the same number of squares. If you
miss, you can only push the taget one square, without dealing any damage.

I like all of the powers before this one, but maybe I would change a bit gamble. It deals too much damage and has no negative effect on the rogue if he misses. For example, if not changing the damage, I would add "If you miss with that attack, you are dazed until the end of your next turn"
#6

kozleto

Apr 14, 2009 6:29:16
Ooops!

Next power is: Soul Reap or Chaos Judgement