| Post/Author/DateTime | Post |
|---|---|
| #1kozletoApr 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! |
| #2powerattackfortwentyApr 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 |
| #3pigknightApr 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" |
| #4ocarina_guyApr 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. |
| #5kozletoApr 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" |
| #6kozletoApr 14, 2009 6:29:16 | Ooops! Next power is: Soul Reap or Chaos Judgement |