Custom Origins Compilation

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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
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. 
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

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

 

 

Oops, looks like this request tried to create an infinite loop. We do not allow such things here. We are a professional website!

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.



Examiner

Examiner



You seek to decipher the knowledge and master the artifacts of The Ancients and of other woldlines.  Your insight, skill and courage (examining unknown technology is not the safest persuit) make you a valuable addition to a team of explorers or adventurers.

Mutant Type:  INT or WIS; none; no overcharge bonus.
Skill Bonus (Level 1): Gain a +4 to Science or Mechanics checks.
Defense Bonus (Level 1):  +2 to REF
Resourceful (Level 1):  You gain a +2 to Omega Charge Checks and salvage Omega Tech as if you were 2 levels higher.  When you expend ammo or exhaust the power/fuel of a 21st century artifact ('Ancient Junk'), you can make an Omega Charge Check to retain ammo or keep the artifact functional. 
Refurbish (Level 4 or 8, instead of an additional Alpha mutation):  At the end of an Extended Rest you can choose an Omega Tech item you have Salvaged and restore it to Charged condition.  When you later fail your Omega Charge Check with this item, you can Salvage it, again.
Ancients' Critical (Level 2 or 6):
   When you score a critical hit you inflict +1d10 extra damage, if you are using a gun or Omega Tech you also daze the target until the end of your next turn.  If you are using an ordinary weapon or no weapon at all, you may make a Science Check (DC 15+ target's level), if you succeed you weaken the target until the end of its next turn.


Omega Proficiency  (Examiner Novice)
You have learned the proper use of ancient weapons, which others find intimidating.
At Will *  Weapon
Standard     Melee or Ranged: 
Weapon
Requirement:  You must be using a gun or an Omega Tech weapon.
Target:  One creature, or target entry of weapon.
Attack:  (INT or WIS) + level vs AC (or defense weapon normally attacks). 
Hit:  1[W]+(INT or WIS)+ 2xlevel (or normal weapon damage + INT).  In addition to other effects the weapon may have, the target cannot make Opportunity Attacks and is -2 to hit you, until the end of your next turn.

Cultural Insight  (Examiner Utility)
You understand the cultures and histories of alternate worldlines, alowing you to better understand aspects of the patchwork reality in which you live.
Encounter
Free Action         Personal
Trigger: 
You make a Consiracy, Interaction, Science, or Mechanics check or a check involving Omega Tech and dislike the result.
Effect:   You re-roll the check with an additional bonus equal to your INT modifier.  You use the new result, even if it is lower.

Reverse the Polarity!  (Examiner Expert)
Reversing the polarity of the neutron flow set up a chain reaction in the sub-etheric matrix that led to a system wide overload... naturally.
Encounter
Standard Action    Close Burst 3
Target:  One type of Omega Tech (Ishtar, Xi, Area52) or terrain feature in burst, and each other creature adjacent to an example of the chosen type.
Attack:  (INT or WIS)+ level vs REF
Hit:  5d6 + (INT or WIS)+2x level damage.  The DM may determine that the damage has type(s) based on the Tech or Features involved.
Miss:  Half damage.
Effect:  The Omega Tech or terrain features you designate are destroyed.  Any effects they have produced, including those with set durrations or that a save could end, are ended immediately.  The entire area of the burst is lightly obscured until the end of the Encounter.


ESPer

ESPer


Psionics are not just mutant powers, they are latent in all thinking beings.  You have trained extensively to get the most out of whatever mutant or natural psychic talents you possess. 

Appearance:
   You tend to stare off into space, or look deeply into peoples eyes, as if you were able to see things others can't. 

Mutant Type: 
WIS or CHA; Psi; +1 to Psi overcharge bonus - stacks with primary origin Psi overcharge bonus (if any).
Skill Bonus (Level 1): Gain a +4 to Insight or Interaction checks.
Defense Bonus (Level 1):  + 2 WILL to defense
Psyhic Manifestation (Level 1):   You can psychokinetically move small objects (like matchsticks), bend spoons, recieve a vague mental picture of what a cooperative subject is thinking about, predict a trivial event (a knock at the door, the punchline of a joke) moments before it occurs, cause a cumulous cloud to disperse by staring at it for a few minutes, or any of a wide variety of other psychic parlor tricks.  You can also tell if a mutant has a Psi origin just by being in the same room with him. 
Psionics Training (Level 4 or 8, instead of an additional Alpha mutation):  You gain an addtional Alpha mutation, but it is always a Psi mutation.  If you do not draw a Psi mutation from your own deck, draw from the DM's deck until you get a Psi mutation.  When you experience Alpha Flux, you must discard a non-Psi mutation in preference to a Psi mutation, if you have both.     
Psychic Critical (Level 2 or 6):  When you score a critical hit, you inflict +1d10 of extra psychic damage on the target, and gain a +2 to all defenses against that target's attacks for the rest of the encounter.

Combat Precognition (ESPer Novice)
You have a sense of what your enemy is going to do next.
At-Will •
Psi
Minor Action                            Personal
Target:  One enemy you can see.
Effect:  Your next basic attack against this enemy gains a bonus to attack and damage equal to your WIS or CHA modifier.  If the attack misses, you gain a bonus equal to your WIS or CHA modifier to all defenses against that enemy's next attack against you before the end of your next turn. 
Special:  If you do damage with an attack enhanced by this power, you may not use it on the same target again until after the end of your next turn.

Cold Read  (ESPer Utility - level 3 or 7)
"I'm getting a sense that you're trying to conceal somethings from me.  That's not a very good idea, now is it?  It has something to do with the color ... blue..."
Encounter • Psi
Minor Action                           Personal
Effect:  You gain a +4 bonus to Insight, Conspiracy & Interaction checks involving one creature whom you can engage in conversation until the end of the current encounter, or for the durration of any out-of-combat interaction.  

Scanner! (ESPer Expert - level 5 or 9)
You rip into the target's mind, clawing out his thoughts, and incidentally inflicting brain damage.  If you bloody him, blood litterally flows from his nose and ears - if you kill him his head explodes.  It's not much easier on you.
Encounter 
• Psi, Psychic, Physical
Standard Action                            Close Burst: 5
Target:  One Creature in burst.
Attack: 
  WIS or CHA + level vs WILL .
Hit:  [4d6]+(WIS or CHA)+ 2xlevel, psychic and physical damage, and you draw one secret or other piece of useful information (DM decides exactly what it is) from the target's mind. 
Miss:  You and the target both take half damage.
Effect:  You are weakened until the end of your next turn. 



Hunter

Hunter


You hunt for food, for sport, for revenge or for survival.  It's how you were raised and how you live. 

Appearance:
  Even by Gamma Terra standards you tend to look a little feral or 'woodsy.'  You choose your clothes for durrability and cammoflage.  You use various tricks to mask or confuse your scent, some of which leave you smelling pretty bad by even the loose standards of post-apocalyptic societies.

Mutant Type: 
DEX or WIS; none; no overcharge bonus.
Skill Bonus (Level 1): Gain a +4 to Nature or Stealth checks.
Defense Bonus (Level 1):  +1 to all defenses
(Level 1):  .
(Level 4 or 8, instead of an additional Alpha mutation):  .   
Killing Critical (Level 2 or 6): When you score a critical hit you deal +1d10 extra damage.  If the target is already bloodied or if the attack scores more total damage than the target's bloodied value, it is killed.  (Elites, Solos, and PCs are not instantly killed by this effect).

Aimed Shot (Hunter Novice)
You take careful aim, and try to make your shot count.
At-Will •
Weapon
Standard Action                            Ranged: Weapon
Target: One creature.
Requirement:  You must have combat advantage, or have used a standard action the previous round to 'aim' at the target, and not moved since taking that action.
Attack:  WIS + Acc +2 vs AC.
Hit:  1[W]+WIS+2xlevel damage, if you had Combat Advantage, add 2d8 extra damage.    

On the Scent (Hunter Utility - level 3 or 7)
You have to understand your quary, what it wants, what it needs, what it fears - then you can anticipte its moves.
Encounter • 
Move Action                            Personal
Effect:  You designate one creature you can see or uniquely identify (even if through deduction, like "the Maruader that killed this girl").  Until you kill that creature or use this power again, you gain a +4 to perception, stealth, and nature checks against that creature.  In combat, you gain a +2 to hit and +4 to damage against the designated creature with any basic attack or either of your Hunter Attack powers.

Snap Shot (Hunter Expert - level 5 or 9)
Sometimes you only have your quary in your sights for a split second.
Encounter 
• Weapon
Opporunity Action                            Ranged: Weapon
Trigger:  An enemy that had cover or concealment from you moves into a square where it no longer has cover or concealment.  Or, an enemy attempts to move close enough to you to make a melee attack.
Target: 
One creature.
Attack: 
  DEX + Acc + level vs AC.
Hit:  2[W]+ DEX + 2xlevel, and you push the target 2 squares. The target cannot move closer to you until the end of your next turn. 
Miss:  You slide the target back to the last square it occupied before triggering the attack, and it's current action ends (typically this a move action). 


Shootist

Shootist


Guns are your way of life.  You model yourself after the gun-fighters of the ancient west and the action heroes of historical DVDs. 

Appearance:
  You never go anywhere without a hat, a duster, and at least two guns.

Mutant Type: 
DEX or CON; none; no overcharge bonus.
Skill Bonus (Level 1): Gain a +4 to Perception or Insight checks.
Defense Bonus (Level 1):  +2 to REF
Resourceful (Level 1): Whenever you draw Omega Tech, draw a second card, if the second card is a gun (ranged weapon), you may keep it instead of the first card.  You salvage Omega Tech guns (ranged weapons) as if you were two levels higher.  When you run out of ammo, you can make an Omega Charge Check, if you succeed, you still have ammo.
Really Resourceful (Level 4 or 8, instead of an additional Alpha mutation):  You gain a +2 to Omega Charge Checks with guns (ranged weapon Omega Tech).  You don't run out of ammo - blaze away, cowboy.   
Dead-eye Critical (Level 2 or 6): When you score a critical hit with a gun you deal 1[W]+CHA mod extra damage on that attack.

Double Tap  (Shootist 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. 

You Don't Want to Know  (Shootist Utility - level 3 or 7)
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.

Conveniently Enforced Realism (Shootist Expert - level 5 or 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                            Ranged: Weapon
Requirement:  You must be weilding a gun.  An honest powder-burn'n, lead-shoot'n firearm, not an Omega Tech ray-'gun.'
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).


Knight

Knight


Perhaps your ancestors came from a worldline in which the Renaisance never happened, or were medievalist re-enactors, or the survivors in your region just naturally re-discovered fuedalism.  Or you're just a post-Apocalyptic Don Quixote.  Whatever the reason, you harken back to the Knights of old, a heavily-armed-and-armored warrior who fights for Honor (whatever that is on Gamma Terra).

Appearance:
   You keep your clothing and gear - especially your armor - in the best possible condition, and use colors, pictograms, or symbols (coats of arms) to identify yourself clearly to your enemies.  You maintain a proud, noble, bearing at all times. 

Mutant Type: 
CON or CHA; none; no overcharge bonus.
Skill Bonus (Level 1): Gain a +4 to Athletics or Interaction checks.
Defense Bonus (Level 1):  +2 to FORT
Shinning Armor (Level 1):  You gain a +1 AC while wearing heavy armor, and are considered 2 levels higher to salvage Omega Tech that is armor.
Chivalric Steed (Level 4 or 8, instead of an additional Alpha mutation):  You gain a mount that you can use effectively in combat.   When mounted, you occupy squares as a large creature and have a base speed of 8 (armor doesn't reduce this).  When you are first bloodied, make a save, on a 9- your mount is dropped or throws you, and you are not mounted for the rest of the encounter.
Mighty Critical (Level 2 or 6):  When you score a critical hit with a melee weapon, you inflict an extra 1[W]+CON+CHA damage with that attack, and the target is -2 to hit any of your allies until the end of the encounter.

Valiant Blow (Knight Novice)
You stand your ground and fight on, no matter how many varlets you must face.
At-Will 
Weapon
Standard Action                            Melee: Weapon
Target: One creature.
Attack:   Make a melee basic attack with a bonus of +1 per enemy adjacent to you.
Hit:  1[W]+(basic attack stat)+CHA+level.  If you have more enemies adjacent to you than allies, do extra damage equal to your level.  If you and your allies are outnumbered, do 1[W] extra damage.

Valor  (Knight Utility - level 3 or 7)
You are brave beyond words.  Words like 'common sense,' and 'sanity.'
Encounter • 
Immediate Interrupt                            Personal
Trigger: 
You are targeted by an attack vs will, or become dazed, stunned, slowed, weakened or immobilized due to a mind-influencing or Fear power.
Effect:  The attack does not target you and/or the condition is negated.  You gain a +4 bonus to WILL until the end of your next turn.

Smite the Foe (Knight Expert - level 5 or 9)
Righteous wrath empowers your blow.
Encounter 
• Weapon
Standard Action                            Melee: Weapon
Target:  One creature.
Attack: 
  Basic weapon attack + CHA.
Hit:  3[W]+ (basic attack stat) + CHA + 2xlevel, and the target is stunned until the start of your next turn. 
Miss:.  1[W]+(basic attack stat) + level, and the target is dazed until the start of your next turn



Scout



Scout


In one sense, the job of a scout - to sneak ahead of a main body of travelers and search for danger - is easy.  There's always danger on Gamma Terra.  The trick is spotting it, and surviving.

Appearance:
   You choose your clothes for camoflage and much of the rest of your apearance also speaks to your chosen profession.  You're more than a little jumpy, too. 

Mutant Type: 
WIS or DEX; none; no overcharge bonus.
Skill Bonus (Level 1): Gain a +4 to Perception or Stealth checks.
Defense Bonus (Level 1):  +2 to REF defense
Be Alert (Level 1):   When you roll initiative, roll 2d20 and take the higher result.  If you roll doubles, add 2 to the result.   You do not grant combat advantage when surprised, blinded or otherwise unable to see your attacker.
Be Prepared (Level 4 or 8, instead of an additional Alpha mutation):    You never take a penalty to a skill check for 'lacking propper tools.' Once per encounter, when you find yourself in need of a particular piece of normal gear (including weapon, armor, shield or ammo), you can declare that you 'just happen to have' the item 'because you thought it might come in handy.'  
Sneaky Critical (Level 2 or 6):  When you score a critical hit, you inflict +1d10 extra damage with that attack.  If you were hidden when you attacked, you remain hidden, and can shift up to your speed while remaining hidden.  If you were not hidden, you may shift up to your speed, and may make a Stealth Check to become hidden if you have cover (other than cover provided by creatures) or concealment at the end of the shift. 

Surprise Attack (Scout Novice)
Betchya didn't see this coming.
At-Will 
Weapon
Standard Action                            Melee or Range: Weapon
Target:  One enemy.
Attack: WIS or DEX + level + Acc. vs REF.
Hit:  1[W]+WIS or DEX + level damage, and slide the target 1 square.  If you have combat advantage for the attack, you inflict +2d6 extra damage, this extra damage is not maximized on a critical hit.
Effect:  After you attack, you can shift 1 square.

Escape Route  (Scout Utility - level 3 or 7)
Always have one ready.  Always.
Encounter •
Standard Action                            Personal
Effect:   You end any immobilized, retrained or slowed conditions on you and escape if you are grabbed or bound.  You shift your speed, ignoring difficult and hazardous terrain, and blocking terrain that doesn't completely fill the square it's in.   If you move (but do not run) on the same turn, your move action gains the same benefits (becomes a shift, ignores terrain in the same way).

Alpha Strike (Scout Expert - level 5 or 9)
The best time to finish a fight is before it's begun.
Encounter 
• Weapon
Standard Action                            Melee or Ranged Weapon
Target:  One undamaged enemy who either cannot see you, or who has not acted yet durring the encounter.
Attack: 
 WIS or DEX + level + Acc vs FORT.
Hit:  3[W]+ WIS or DEX + 2xlevel, damage and ongoing 10 physical (save ends).  If the target was granting you combat advantage, you inflict +2d8 extra damage, this damage is not maximized on a critical hit.   If the target would be bloodied by this attack, it drops.   Elites, Solos, and PCs cannot be dropped in this way.
Miss:  Half damage, no ongoing damage.
Effect:  You have combat advantage against the target until the end of your next turn.




Sorcerer

Sorcerer


In some worldlines, technologically sophisticated aliens or even humans, have learned to tap the vast reservoir of 'Dark Energy' that permeates the universe, in others, mutations allow some creatures to naturally tap this bizarrely flexible power source.  In a vanishingly few, exotic, worldlines, though, Men (or their eldritch precursors) learned to shape Dark energy to their wills long before mastering technology.  You are heir to one of these mystic worlds, where Dark energy not only responds to the will of a caster like yourself, but takes on disembodied wills of it's own - 'spirits,' with whom you can deal for even greater power.
 
Appearance:
   Sorcererous study doesn't change you physical appearance, but most sorcerers dress the part, with dramatic, flowing clothes of unusual colors marked with mystic sygils.  In addition, you carry a talisman, fetish, crystal, staff, wand, athame, or some other mystic implement that you use as a focus for tapping Dark energies.

Mutant Type: 
INT or CHA; none; no overcharge bonus.
Skill Bonus (Level 1): Gain a +4 to Conspiricy or Interaction checks.
Mystic Wards (Level 1): + 2 to WILL defense and +2 to AC, FORT & REF against magical (Dark) attacks.
Arcane Sight (Level 1): You can detect the presence of Dark energy ('magic') and determine, with an INT or CHA roll at +4, the nature of any items or effects it may be powering or have the potential to empower, including readied Dark mutations.
Spellbook (Level 4 or 8, instead of an additional Alpha mutation): Choose 3 Dark Alpha Mutations. You call them 'spells.' Each time you take a short rest, you can choose to ready one of these three mutations. It is not affected by Alpha Flux.
Eldritch Critical (Level 2 or 6): When you score a critical hit with a Dark power, you inflict +1d10 extra damage (roll for type and additional effect randomly using the table under your Evocation Novice Power), and gain a +2 bonus to your own attack rolls with Dark powers until the end of the encounter.

Evocation (Sorcerer Novice)
You gather ambient dark energy and channel it into a manifestation in keeping with the local resonances.  Yeah, it's a lot like Hands of Power.
At-Will 
• Dark, [Random Damage Type Keyword]
Standard Action                            Close Blast: 3
Target:  each creature in blast.
Attack:   INT or CHA vs REF.
Hit:  1d12+(INT or CHA)+ level damage
Determine damage types and additional effects randomly (d6): 

1. Acid damage and the target takes ongoing 2 Acid damage (save ends).
2. Cold damage and the target is slowed until the end of your next urn.
3. Electricty 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 2 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 2 squares.

Invocation  (Sorcerer Utility - level 3 or 7)
You can call spirits from the vasty deep.  And they come when you do call for them.
Encounter • Dark
Minor Action                            Personal
Effect:  You call upon a spiritual being for aid.  Make an INT or CHA check with a DC of 15+your level.  If you succeed, you gain a +4 bonus to one attack, check or saving throw made by you or an ally before the end of the encounter.  You choose to add this bonus after a roll is made and failed.  If you fail the INT/CHA check, you instead gain a +2 bonus to the next d20 roll you make before the end of your next turn.

Conjuration (Sorcerer Expert - level 5 or 9)
You pierce the warped matrix of dark energy that separates worldlines, conjuring forth a being from a mystic realm, part living creature, part Dark spirit.  Someday you may even figure out how to control these things.
Encounter 
• Dark
Standard Action                            Range: 20
EffectA standard monster of your level or lower from any D&D resource apears in a square within range.  The creature must have one or more of the following keywords: shadow, immortal, abberation, fey, or elemental (you may choose the monster, or the DM may override your choice).  The monster rolls initiative at the top of the next round.  It considers all other creatures in play enemies, and attacks the nearest first, opening with an area attack, if possible, then trying to finish foes one at a time.  You can dismiss the monster with a standard action, causing it to return from whence it came. 








origin template

name


flavor text.

Appearance:
   . 

Mutant Type: 
STAT or STAT; none; no overcharge bonus.
Skill Bonus (Level 1): Gain a +4 to skill or skill checks.
Defense Bonus (Level 1):  + to defense
(Level 1):  .
(Level 4 or 8, instead of an additional Alpha mutation):  .   
Critical (Level 2 or 6): .

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

  (name Utility - level 3 or 7)
?
 Encounter •
Action                            Personal
Effect:  .

 (name Expert - level 5 or 9)
.
Encounter 
• keywords
Standard Action                            AttackType: Range
Target:  .
Attack: 
  + level vs defense .
Hit:  []+ + 2xlevel, . 
Miss: .






The advancement patterns for Origins are obviously different from 4e classes, presumably the same would be true of hypothetical GW PPs.  Any ideas?


Five levels or 10? 
Maybe:

11th:  Action Point, Paragon at-will 

12th:  Action Point enhancement

13th:  Paragon Utility

14th:  Special ability

15th:  Paragon Encounter


That's actually keeping it pretty close to an origin...



Examiner


Examiner



You are skilled in deciphering the knowledge and mastering the artifacts of The Ancients and of other woldlines.  Your mastery of Omega Tech has brought you renown.

Requirement:  You must have a bonus with Mechanics or Science and a minimum 16 INT.
Action Point (level 11): 
Your adventuring exerience lets you act decisively in difficult situations.  1/encounter you can take an extra standard action.
Exerience (level 11):  You gain +4 with Science and Mechanics
Save Bonus (level 11):  You gain a +1 to REF and WILL.
Omega Action (level 11):  When you spend an action point to use Omega Tech, that use does not count for this encounter - so you can use an Omega Tech card that you have already tapped this encounter, or use an Omega Tech card without tapping it, so you don't need to make an Omega Charge Check at the end of the encounter for that card (unless you subsequently use it, of course).
Refurbish (level 14):   At the end of an Extended Rest you can choose an Omega Tech item you have Salvaged and restore it to Charged condition.  When you later fail your Omega Charge Check with this item, you can Salvage it, again.

Omega Proficiency  (Examiner at-will attack 11)

You have learned the proper use of ancient weapons, which others find intimidating.
At Will *  Weapon
Standard     Melee or Ranged: 
Weapon
Requirement:  You must be using an Omega Tech weapon.
Target:  One creature, or target entry of weapon.
Attack:  INT + level vs AC (or defense weapon normally attacks).  You have combat advantage for this attack.
Hit:  1[W]+INT + 2xlevel (or normal weapon damage + INT).  In addition to other effects the weapon may have, the target cannot make Opportunity Attacks and is -2 to hit you, until the end of your next turn.

Cultural Insight  (Examiner Utility 13)
You understand the cultures and histories of alternate worldlines, alowing you to better understand aspects of the patchwork reality in which you live.
Encounter
Free Action         Personal
Trigger: 
You make a Consiracy, Interaction, Science, or Mechanics check or a check involving Omega Tech and dislike the result.
Effect:   You re-roll the check with an additional bonus equal to your INT modifier.  You use the new result, even if it is lower.

Reverse the Polarity!  (Examiner Attack 15)
Reversing the polarity of the neutron flow set up a chain reaction in the sub-etheric matrix that led to a system wide overload... naturally.
Encounter
Standard Action    Area Burst 3 w/in 20
Target:  One type of Omega Tech or terrain feature in burst, and each creature adjacent to an example of the chosen type.
Attack:  INT + level vs REF
Hit:  5d6 + INT +2x level damage.  You can choose for the damage to be untyped or to have two types you designate. 
Miss:  Half damage.
Effect:  The Omega Tech or terrain features you designate are destroyed.  Any effects they have produced, including those with set durrations or that a save could end, are ended immediately.  The entire area of the burst is lightly obscured until the end of the Encounter.







 

 

Oops, looks like this request tried to create an infinite loop. We do not allow such things here. We are a professional website!

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'
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....

 

 

Oops, looks like this request tried to create an infinite loop. We do not allow such things here. We are a professional website!

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.

My God...this is my favorite one by far.

Thank you. Laughing
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.
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?
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.   

 

 

Oops, looks like this request tried to create an infinite loop. We do not allow such things here. We are a professional website!

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!


 

 

Oops, looks like this request tried to create an infinite loop. We do not allow such things here. We are a professional website!

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.
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.

Zammm = Batman.

It's my sig in a box
58280208 wrote:
Everything is better when you read it in Bane's voice.
192334281 wrote:
Your human antics and desire to continue living have moved me. Just kidding. You cannot move me physically or emotionally. Wall humor.
57092228 wrote:
Copy effects work like a photocopy machine: you get a copy of the 'naked' card, NOT of what's on it.
56995928 wrote:
Funny story: InQuest Magazine (I think it was InQuest) had an oversized Chaos Orb which I totally rooked someone into allowing into a (non-sanctioned) game. I had a proxy card that was a Mountain with "Chaos Orb" written on it. When I played it, my opponent cried foul: Him: "WTF? a Proxy? no-one said anything about Proxies. Do you even own an actual Chaos Orb?" Me: "Yes, but I thought it would be better to use a Proxy." Him: "No way. If you're going to put a Chaos Orb in your deck you have to use your actual Chaos Orb." Me: "*Sigh*. Okay." I pulled out this huge Chaos Orb and placed it on the table. He tried to cry foul again but everyone else said he insisted I use my actual Chaos Orb and that was my actual Chaos Orb. I used it, flipped it and wiped most of his board. Unsurprisingly, that only worked once and only because everyone present thought it was hilarious.
My DM on Battleminds:
no, see i can kill defenders, but 8 consecutive crits on a battlemind, eh walk it off.
144543765 wrote:
195392035 wrote:
Hi guys! So, I'm a sort of returning player to Magic. I say sort of because as a child I had two main TCG's I liked. Yu-Gi-Oh, and Pokemon. Some of my friends branched off in to Magic, and I bought two pre-made decks just to kind of fit in. Like I said, Yu-Gi-Oh and Pokemon were what I really knew how to play. I have a extensive knowledge of deck building in those two TCG's. However, as far as Magic is concerned, I only ever used those two pre made decks. I know how the game is played, and I know general things, but now I want to get in the game for real. I want to begin playing it as a regular. My question is, are all cards ever released from the time of the inception of this game until present day fair game in a deck? Or are there special rules? Are some cards forbidden or restricted? Thanks guys, and I will gladly accept ANY help lol.
I have the same problem with women.
117639611 wrote:
198869283 wrote:
Oh I have a standing rule. If someone plays a Planeswalker I concede the game. I refuse to play with or against people who play Planeswalkers. They really did ruin the game.
A turn two Tibalt win?! Wicked... Betcha don't see that everyday.

The Pony Co. 

Is this my new ego sig? Yes it is, other Barry
57461258 wrote:
And that's why you should never, ever call RP Jesus on being a troll, because then everyone else playing along gets outed, too, and the thread goes back to being boring.
57461258 wrote:
See, this is why RPJesus should be in charge of the storyline. The novel line would never have been cancelled if he had been running the show. Specifically the Slobad and Geth's Head talkshow he just described.
57461258 wrote:
Not only was that an obligatory joke, it was an on-topic post that still managed to be off-topic due to thread derailment. RP Jesus does it again folks.
92481331 wrote:
I think I'm gonna' start praying to Jesus... That's right, RPJesus, I'm gonna' be praying to you, right now. O' Jesus Please continue to make my time here on the forums fun and cause me to chuckle. Amen.
92481331 wrote:
56957928 wrote:
It was wonderful. Us Johnnies had a field day. That Timmy with the Grizzly bears would actually have to think about swinging into your Mogg Fanatic, giving you time to set up your silly combo. Nowadays it's all DERPSWING! with thier blue jeans and their MP3 players and their EM EM OH AR PEE JEES and their "Dewmocracy" and their children's card games and their Jersey Shores and their Tattooed Tenaged Vampire Hunters from Beverly Hills
Seriously, that was amazing. I laughed my *ss off. Made my day, and I just woke up.
[quote=ArtVenn You're still one of my favorite people... just sayin'.[/quote]
56756068 wrote:
56786788 wrote:
.....would it be a bit blasphemous if I said, "PRAYSE RPJAYSUS!" like an Evangelical preacher?
Perhaps, but who doesn't like to blaspheme every now and again? Especially when Mr. RPJesus is completely right.
56756068 wrote:
I don't say this often, but ... LOL
57526128 wrote:
You... You... Evil something... I actualy made the damn char once I saw the poster... Now you made me see it again and I gained resolve to put it into my campaign. Shell be high standing oficial of Cyrix order. Uterly mad and only slightly evil. And it'll be bad. Evil even. And ill blame you and Lizard for it :P.
57042968 wrote:
111809331 wrote:
I'm trying to work out if you're being sarcastic here. ...
Am going to stop you right there... it's RPJesus... he's always sarcastic
58335208 wrote:
56957928 wrote:
112114441 wrote:
we can only hope it gets the jace treatment...it could have at least been legendary
So that even the decks that don't run it run it to deal with it? Isn't that like the definition of format warping?
I lol'd.
56287226 wrote:
98088088 wrote:
Uktabi Orangutan What the heck's going on with those monkeys?
The most common answer is that they are what RPJesus would call "[Debutantes avert your eyes]ing."
56965458 wrote:
Show
57461258 wrote:
116498949 wrote:
I’ve removed content from this thread because off-topic discussions are a violation of the Code of Conduct. You can review the Code here: www.wizards.com/Company/About.aspx?x=wz_... Please keep your posts polite, on-topic, and refrain from making personal attacks. You are welcome to disagree with one another but please do so respectfully and constructively. If you wish to report a post for Code of Conduct violation, click on the “Report Post” button above the post and this will submit your report to the moderators on duty.
...Am I the only one that thinks this is reaching the point of downright Kafkaesque insanity?
I condone the use of the word Kafkaesque. However, I'm presentely ambivalent. I mean, that can't be serious, right? We're April 1st, right? They didn't mod RPJesus for off-topic discussion when the WHOLE THREAD IS OFF-TOPIC, right? Right.
57545908 wrote:
56957928 wrote:
Save or die. If you disagree with this, you're wrong (Not because of any points or arguements that have been made, but I just rolled a d20 for you and got a 1, so you lose).
58397368 wrote:
58222628 wrote:
This just won the argument, AFAIC.
That's just awesome.
57471038 wrote:
57718868 wrote:
HOW DID I NOT KNOW ABOUT THE BEAR PRODUCING WORDS OF WILDING?! WHAT IS WRONG WITH ME?!
That's what RPJesus tends to do. That's why I don't think he's a real person, but some Magic Card Archive Server sort of machine, that is programmed to react to other posters' comments with obscure cards that do in fact exist, but somehow missed by even the most experienced Magic players. And then come up with strange combos with said cards. All of that is impossible for a normal human to do given the amount of time he does it and how often he does it. He/It got me with Light of Sanction, which prompted me to go to RQ&A to try and find if it was even possible to do combat damage to a creature I control (in light that Mark of Asylum exists).
71235715 wrote:
+10
100176878 wrote:
56957928 wrote:
57078538 wrote:
heaven or hell.
Round 1. Lets rock.
GG quotes! RPJesus just made this thread win!
56906968 wrote:
56957928 wrote:
143359585 wrote:
Blue players get all the overpowerered cards like JTMS. I think it's time that wizards gave something to people who remember what magic is really about: creatures.
Initially yes, Wizards was married to blue. However, about a decade ago they had a nasty divorce, and a few years after that they began courting the attention of Green. Then in Worldwake they had a nasty affair with their ex, but as of Innistrad, things seem to have gotten back on track, and Wizards has even proposed.
You are my favorite. Yes you. And moments like this make it so. Thank you RPJesus for just being you.
On what flavor text fits me:
57307308 wrote:
Surely RPJesus gets Niv-Mizzet, Dracogenius?
56874518 wrote:
First: I STILL can't take you seriously with that avatar. And I can take RPJesus seriously, so that's saying something.
121689989 wrote:
I'd offer you a cookie for making me laugh but it has an Upkeep Cost that has been known to cause people to quit eating.
56267956 wrote:
I <3 you loads
57400888 wrote:
56957928 wrote:
"AINT NO LAWS IN THE SKY MOTHER****." - Agrus Kos, Wojek Veteran
10/10. Amazing.
Chelonian origin, prease?

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.

Zammm = Batman.

It's my sig in a box
58280208 wrote:
Everything is better when you read it in Bane's voice.
192334281 wrote:
Your human antics and desire to continue living have moved me. Just kidding. You cannot move me physically or emotionally. Wall humor.
57092228 wrote:
Copy effects work like a photocopy machine: you get a copy of the 'naked' card, NOT of what's on it.
56995928 wrote:
Funny story: InQuest Magazine (I think it was InQuest) had an oversized Chaos Orb which I totally rooked someone into allowing into a (non-sanctioned) game. I had a proxy card that was a Mountain with "Chaos Orb" written on it. When I played it, my opponent cried foul: Him: "WTF? a Proxy? no-one said anything about Proxies. Do you even own an actual Chaos Orb?" Me: "Yes, but I thought it would be better to use a Proxy." Him: "No way. If you're going to put a Chaos Orb in your deck you have to use your actual Chaos Orb." Me: "*Sigh*. Okay." I pulled out this huge Chaos Orb and placed it on the table. He tried to cry foul again but everyone else said he insisted I use my actual Chaos Orb and that was my actual Chaos Orb. I used it, flipped it and wiped most of his board. Unsurprisingly, that only worked once and only because everyone present thought it was hilarious.
My DM on Battleminds:
no, see i can kill defenders, but 8 consecutive crits on a battlemind, eh walk it off.
144543765 wrote:
195392035 wrote:
Hi guys! So, I'm a sort of returning player to Magic. I say sort of because as a child I had two main TCG's I liked. Yu-Gi-Oh, and Pokemon. Some of my friends branched off in to Magic, and I bought two pre-made decks just to kind of fit in. Like I said, Yu-Gi-Oh and Pokemon were what I really knew how to play. I have a extensive knowledge of deck building in those two TCG's. However, as far as Magic is concerned, I only ever used those two pre made decks. I know how the game is played, and I know general things, but now I want to get in the game for real. I want to begin playing it as a regular. My question is, are all cards ever released from the time of the inception of this game until present day fair game in a deck? Or are there special rules? Are some cards forbidden or restricted? Thanks guys, and I will gladly accept ANY help lol.
I have the same problem with women.
117639611 wrote:
198869283 wrote:
Oh I have a standing rule. If someone plays a Planeswalker I concede the game. I refuse to play with or against people who play Planeswalkers. They really did ruin the game.
A turn two Tibalt win?! Wicked... Betcha don't see that everyday.

The Pony Co. 

Is this my new ego sig? Yes it is, other Barry
57461258 wrote:
And that's why you should never, ever call RP Jesus on being a troll, because then everyone else playing along gets outed, too, and the thread goes back to being boring.
57461258 wrote:
See, this is why RPJesus should be in charge of the storyline. The novel line would never have been cancelled if he had been running the show. Specifically the Slobad and Geth's Head talkshow he just described.
57461258 wrote:
Not only was that an obligatory joke, it was an on-topic post that still managed to be off-topic due to thread derailment. RP Jesus does it again folks.
92481331 wrote:
I think I'm gonna' start praying to Jesus... That's right, RPJesus, I'm gonna' be praying to you, right now. O' Jesus Please continue to make my time here on the forums fun and cause me to chuckle. Amen.
92481331 wrote:
56957928 wrote:
It was wonderful. Us Johnnies had a field day. That Timmy with the Grizzly bears would actually have to think about swinging into your Mogg Fanatic, giving you time to set up your silly combo. Nowadays it's all DERPSWING! with thier blue jeans and their MP3 players and their EM EM OH AR PEE JEES and their "Dewmocracy" and their children's card games and their Jersey Shores and their Tattooed Tenaged Vampire Hunters from Beverly Hills
Seriously, that was amazing. I laughed my *ss off. Made my day, and I just woke up.
[quote=ArtVenn You're still one of my favorite people... just sayin'.[/quote]
56756068 wrote:
56786788 wrote:
.....would it be a bit blasphemous if I said, "PRAYSE RPJAYSUS!" like an Evangelical preacher?
Perhaps, but who doesn't like to blaspheme every now and again? Especially when Mr. RPJesus is completely right.
56756068 wrote:
I don't say this often, but ... LOL
57526128 wrote:
You... You... Evil something... I actualy made the damn char once I saw the poster... Now you made me see it again and I gained resolve to put it into my campaign. Shell be high standing oficial of Cyrix order. Uterly mad and only slightly evil. And it'll be bad. Evil even. And ill blame you and Lizard for it :P.
57042968 wrote:
111809331 wrote:
I'm trying to work out if you're being sarcastic here. ...
Am going to stop you right there... it's RPJesus... he's always sarcastic
58335208 wrote:
56957928 wrote:
112114441 wrote:
we can only hope it gets the jace treatment...it could have at least been legendary
So that even the decks that don't run it run it to deal with it? Isn't that like the definition of format warping?
I lol'd.
56287226 wrote:
98088088 wrote:
Uktabi Orangutan What the heck's going on with those monkeys?
The most common answer is that they are what RPJesus would call "[Debutantes avert your eyes]ing."
56965458 wrote:
Show
57461258 wrote:
116498949 wrote:
I’ve removed content from this thread because off-topic discussions are a violation of the Code of Conduct. You can review the Code here: www.wizards.com/Company/About.aspx?x=wz_... Please keep your posts polite, on-topic, and refrain from making personal attacks. You are welcome to disagree with one another but please do so respectfully and constructively. If you wish to report a post for Code of Conduct violation, click on the “Report Post” button above the post and this will submit your report to the moderators on duty.
...Am I the only one that thinks this is reaching the point of downright Kafkaesque insanity?
I condone the use of the word Kafkaesque. However, I'm presentely ambivalent. I mean, that can't be serious, right? We're April 1st, right? They didn't mod RPJesus for off-topic discussion when the WHOLE THREAD IS OFF-TOPIC, right? Right.
57545908 wrote:
56957928 wrote:
Save or die. If you disagree with this, you're wrong (Not because of any points or arguements that have been made, but I just rolled a d20 for you and got a 1, so you lose).
58397368 wrote:
58222628 wrote:
This just won the argument, AFAIC.
That's just awesome.
57471038 wrote:
57718868 wrote:
HOW DID I NOT KNOW ABOUT THE BEAR PRODUCING WORDS OF WILDING?! WHAT IS WRONG WITH ME?!
That's what RPJesus tends to do. That's why I don't think he's a real person, but some Magic Card Archive Server sort of machine, that is programmed to react to other posters' comments with obscure cards that do in fact exist, but somehow missed by even the most experienced Magic players. And then come up with strange combos with said cards. All of that is impossible for a normal human to do given the amount of time he does it and how often he does it. He/It got me with Light of Sanction, which prompted me to go to RQ&A to try and find if it was even possible to do combat damage to a creature I control (in light that Mark of Asylum exists).
71235715 wrote:
+10
100176878 wrote:
56957928 wrote:
57078538 wrote:
heaven or hell.
Round 1. Lets rock.
GG quotes! RPJesus just made this thread win!
56906968 wrote:
56957928 wrote:
143359585 wrote:
Blue players get all the overpowerered cards like JTMS. I think it's time that wizards gave something to people who remember what magic is really about: creatures.
Initially yes, Wizards was married to blue. However, about a decade ago they had a nasty divorce, and a few years after that they began courting the attention of Green. Then in Worldwake they had a nasty affair with their ex, but as of Innistrad, things seem to have gotten back on track, and Wizards has even proposed.
You are my favorite. Yes you. And moments like this make it so. Thank you RPJesus for just being you.
On what flavor text fits me:
57307308 wrote:
Surely RPJesus gets Niv-Mizzet, Dracogenius?
56874518 wrote:
First: I STILL can't take you seriously with that avatar. And I can take RPJesus seriously, so that's saying something.
121689989 wrote:
I'd offer you a cookie for making me laugh but it has an Upkeep Cost that has been known to cause people to quit eating.
56267956 wrote:
I <3 you loads
57400888 wrote:
56957928 wrote:
"AINT NO LAWS IN THE SKY MOTHER****." - Agrus Kos, Wojek Veteran
10/10. Amazing.
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


 
Why does a turtle get faster?
 


I play too much Mario .

Zammm = Batman.

It's my sig in a box
58280208 wrote:
Everything is better when you read it in Bane's voice.
192334281 wrote:
Your human antics and desire to continue living have moved me. Just kidding. You cannot move me physically or emotionally. Wall humor.
57092228 wrote:
Copy effects work like a photocopy machine: you get a copy of the 'naked' card, NOT of what's on it.
56995928 wrote:
Funny story: InQuest Magazine (I think it was InQuest) had an oversized Chaos Orb which I totally rooked someone into allowing into a (non-sanctioned) game. I had a proxy card that was a Mountain with "Chaos Orb" written on it. When I played it, my opponent cried foul: Him: "WTF? a Proxy? no-one said anything about Proxies. Do you even own an actual Chaos Orb?" Me: "Yes, but I thought it would be better to use a Proxy." Him: "No way. If you're going to put a Chaos Orb in your deck you have to use your actual Chaos Orb." Me: "*Sigh*. Okay." I pulled out this huge Chaos Orb and placed it on the table. He tried to cry foul again but everyone else said he insisted I use my actual Chaos Orb and that was my actual Chaos Orb. I used it, flipped it and wiped most of his board. Unsurprisingly, that only worked once and only because everyone present thought it was hilarious.
My DM on Battleminds:
no, see i can kill defenders, but 8 consecutive crits on a battlemind, eh walk it off.
144543765 wrote:
195392035 wrote:
Hi guys! So, I'm a sort of returning player to Magic. I say sort of because as a child I had two main TCG's I liked. Yu-Gi-Oh, and Pokemon. Some of my friends branched off in to Magic, and I bought two pre-made decks just to kind of fit in. Like I said, Yu-Gi-Oh and Pokemon were what I really knew how to play. I have a extensive knowledge of deck building in those two TCG's. However, as far as Magic is concerned, I only ever used those two pre made decks. I know how the game is played, and I know general things, but now I want to get in the game for real. I want to begin playing it as a regular. My question is, are all cards ever released from the time of the inception of this game until present day fair game in a deck? Or are there special rules? Are some cards forbidden or restricted? Thanks guys, and I will gladly accept ANY help lol.
I have the same problem with women.
117639611 wrote:
198869283 wrote:
Oh I have a standing rule. If someone plays a Planeswalker I concede the game. I refuse to play with or against people who play Planeswalkers. They really did ruin the game.
A turn two Tibalt win?! Wicked... Betcha don't see that everyday.

The Pony Co. 

Is this my new ego sig? Yes it is, other Barry
57461258 wrote:
And that's why you should never, ever call RP Jesus on being a troll, because then everyone else playing along gets outed, too, and the thread goes back to being boring.
57461258 wrote:
See, this is why RPJesus should be in charge of the storyline. The novel line would never have been cancelled if he had been running the show. Specifically the Slobad and Geth's Head talkshow he just described.
57461258 wrote:
Not only was that an obligatory joke, it was an on-topic post that still managed to be off-topic due to thread derailment. RP Jesus does it again folks.
92481331 wrote:
I think I'm gonna' start praying to Jesus... That's right, RPJesus, I'm gonna' be praying to you, right now. O' Jesus Please continue to make my time here on the forums fun and cause me to chuckle. Amen.
92481331 wrote:
56957928 wrote:
It was wonderful. Us Johnnies had a field day. That Timmy with the Grizzly bears would actually have to think about swinging into your Mogg Fanatic, giving you time to set up your silly combo. Nowadays it's all DERPSWING! with thier blue jeans and their MP3 players and their EM EM OH AR PEE JEES and their "Dewmocracy" and their children's card games and their Jersey Shores and their Tattooed Tenaged Vampire Hunters from Beverly Hills
Seriously, that was amazing. I laughed my *ss off. Made my day, and I just woke up.
[quote=ArtVenn You're still one of my favorite people... just sayin'.[/quote]
56756068 wrote:
56786788 wrote:
.....would it be a bit blasphemous if I said, "PRAYSE RPJAYSUS!" like an Evangelical preacher?
Perhaps, but who doesn't like to blaspheme every now and again? Especially when Mr. RPJesus is completely right.
56756068 wrote:
I don't say this often, but ... LOL
57526128 wrote:
You... You... Evil something... I actualy made the damn char once I saw the poster... Now you made me see it again and I gained resolve to put it into my campaign. Shell be high standing oficial of Cyrix order. Uterly mad and only slightly evil. And it'll be bad. Evil even. And ill blame you and Lizard for it :P.
57042968 wrote:
111809331 wrote:
I'm trying to work out if you're being sarcastic here. ...
Am going to stop you right there... it's RPJesus... he's always sarcastic
58335208 wrote:
56957928 wrote:
112114441 wrote:
we can only hope it gets the jace treatment...it could have at least been legendary
So that even the decks that don't run it run it to deal with it? Isn't that like the definition of format warping?
I lol'd.
56287226 wrote:
98088088 wrote:
Uktabi Orangutan What the heck's going on with those monkeys?
The most common answer is that they are what RPJesus would call "[Debutantes avert your eyes]ing."
56965458 wrote:
Show
57461258 wrote:
116498949 wrote:
I’ve removed content from this thread because off-topic discussions are a violation of the Code of Conduct. You can review the Code here: www.wizards.com/Company/About.aspx?x=wz_... Please keep your posts polite, on-topic, and refrain from making personal attacks. You are welcome to disagree with one another but please do so respectfully and constructively. If you wish to report a post for Code of Conduct violation, click on the “Report Post” button above the post and this will submit your report to the moderators on duty.
...Am I the only one that thinks this is reaching the point of downright Kafkaesque insanity?
I condone the use of the word Kafkaesque. However, I'm presentely ambivalent. I mean, that can't be serious, right? We're April 1st, right? They didn't mod RPJesus for off-topic discussion when the WHOLE THREAD IS OFF-TOPIC, right? Right.
57545908 wrote:
56957928 wrote:
Save or die. If you disagree with this, you're wrong (Not because of any points or arguements that have been made, but I just rolled a d20 for you and got a 1, so you lose).
58397368 wrote:
58222628 wrote:
This just won the argument, AFAIC.
That's just awesome.
57471038 wrote:
57718868 wrote:
HOW DID I NOT KNOW ABOUT THE BEAR PRODUCING WORDS OF WILDING?! WHAT IS WRONG WITH ME?!
That's what RPJesus tends to do. That's why I don't think he's a real person, but some Magic Card Archive Server sort of machine, that is programmed to react to other posters' comments with obscure cards that do in fact exist, but somehow missed by even the most experienced Magic players. And then come up with strange combos with said cards. All of that is impossible for a normal human to do given the amount of time he does it and how often he does it. He/It got me with Light of Sanction, which prompted me to go to RQ&A to try and find if it was even possible to do combat damage to a creature I control (in light that Mark of Asylum exists).
71235715 wrote:
+10
100176878 wrote:
56957928 wrote:
57078538 wrote:
heaven or hell.
Round 1. Lets rock.
GG quotes! RPJesus just made this thread win!
56906968 wrote:
56957928 wrote:
143359585 wrote:
Blue players get all the overpowerered cards like JTMS. I think it's time that wizards gave something to people who remember what magic is really about: creatures.
Initially yes, Wizards was married to blue. However, about a decade ago they had a nasty divorce, and a few years after that they began courting the attention of Green. Then in Worldwake they had a nasty affair with their ex, but as of Innistrad, things seem to have gotten back on track, and Wizards has even proposed.
You are my favorite. Yes you. And moments like this make it so. Thank you RPJesus for just being you.
On what flavor text fits me:
57307308 wrote:
Surely RPJesus gets Niv-Mizzet, Dracogenius?
56874518 wrote:
First: I STILL can't take you seriously with that avatar. And I can take RPJesus seriously, so that's saying something.
121689989 wrote:
I'd offer you a cookie for making me laugh but it has an Upkeep Cost that has been known to cause people to quit eating.
56267956 wrote:
I <3 you loads
57400888 wrote:
56957928 wrote:
"AINT NO LAWS IN THE SKY MOTHER****." - Agrus Kos, Wojek Veteran
10/10. Amazing.
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.


 
Why does a turtle get faster?
 


I play too much Mario .



Ah, now it all makes sense. Laughing
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.
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!
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
My contribution. I used Cockroach as the base and then went crazy from there...
**Edit** Format looks /terrible/ when copied over. My apologies!



Infected



YOU ARE INFECTED WITH THE ZOMBIE PLAGUE VIRUS.


    While you probably haven’t yet made the full change into ravenous zombie cannibal, you are well on your way. You like to lurk out of sight, waiting for your next meal to present itself. Then, you strike, devouring flesh and blood with reckless abandon.


    Appearance: You are dead, or very close to it. Your skin is pale and your hair and teeth are falling out. It is very likely you bear some signs of what caused your condition, such as one or more permanent, oozing wounds.


 INFECTED TRAITS





















Mutant Type: Constitution; Bio; +2 to bio overcharge



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



You Gotta Shoot ‘em In The Head (Level 1): Gain a +2 bonus to Fortitude.



They’re Everywhere! (Level 1): You can climb your speed. You can even climb upside down across horizontal surfaces. You can’t attack while climbing.



Brains! (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you gain 5 temporary hit points.



 INFECTED POWERS

























Bloody Feast



Infected Novice



At-Will * Bio, Physical



Standard Action Melee 1



Target: One Creature



Attack: Constitution + your level vs. Fortitude



Hit: 2d8 + Constitution modifier + twice your level acid damage, and the target is immobilized until the end of your next turn.



 






















Fast Zombie



Infected Utility



Encounter * Bio



Immediate Reaction Personal



Trigger: An enemy you can see is bloodied.



Effect: You shift up to your speed toward the triggering creature.



 




























Invigorating Meal



Infected Expert



Encounter * Bio, Physical



Free Action Melee 1



Trigger: You end your turn adjacent to an immobilized creature



Target: The triggering creature



Attack: Constitution + your level vs. Fortitude



Hit: 2d12 + Constitution modifier + twice your level damage, and you gain 10 temporary hit points.


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. 
Has anyone come up with a fae background yet? 

Like inthe Arthemis Fowl book series where there is a hoste of Fairies who are extremely technologically advanced and have their kingdom deep underground.

They pose as many things in those series and could be very well used in Gamma World. 
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.
I think a general fairy origin would do well. Especially when combining them with other origins. Insect and fae origins would get some form of pixie for instance.. 

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.


     



 

 

Oops, looks like this request tried to create an infinite loop. We do not allow such things here. We are a professional website!

Inspired by the "Best Superhero RPG" thread... Critiques welcome as this is my first attempt!

[Edited to reflect current version ... Original version appears in next post.]

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.
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. 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).
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.

Encounters DM, Season 4 & Season 5 - Amorous Armadillo Game Shoppe - Oviedo, FL
Inspired by the "Best Superhero RPG" thread... Critiques welcome as this is my first attempt!
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 +4 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 1d8 damage and the target of the attack can not include you as the target of any attack until the end of your next turn.


Unseen Hand - Invisible Novice
At-Will * Dark, Weapon
Standard Action    Melee or Ranged weapon
Target: One creature
Attack: DEX + your level 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. Until the end of the encounter, any creature hit by your Unseen Hand power is stunned (save ends).

Unseen Hand needs this fix:

Attack: Dex + your level + weapon accuracy vs. Reflex

Also, suggest that the Invisible Critical should be an extra 1d10, no reason to introduce extra complexity for the sake of one hp damage.

Gamma World Downloads: Character sheets, GM screen, adventures, monsters, house rules, cards, and more! You can usually find my posts at the Gamma World forum.


Disappearing Act - Invisible Expert
Encounter * Dark
Standard Action    Close Burst 3
Effect:  You may immediately use Unseen Hand against each enemy in the burst. Until the end of the encounter, any creature hit by your Unseen Hand power is stunned (save ends).



This is astoundingly powerful. I'd suggest two changes: 1st, that you make it immobilized, perhaps (as there are official Origins with an immobilize at will), and maybe make that line an Effect line after the first one. Thus, its clear that the ones hit by the Expert Power aren't also immobilized. (Though thats passable in terms of strength, I think, given its damage is not too great.)

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, because not only can you AOE, but you then gain an at-will stun. So, keep that in mind when deciding on what you'd like to tack onto Unseen Hand.

((Example))
Disappearing Act - Invisible Expert
Encounter * Dark
Standard Action    Close Burst 3
Effect:  You may immediately use Unseen Hand against each enemy in the burst.
Effect: Until the end of the encounter, any creature hit by your Unseen Hand power is immobilized (save ends).




OK, I gues I have to do it then:


[spoiler="Fey"]




Interesting take. I like the flavor, though if I might make a suggestion for the at-will: maybe take off stunned or dazed (since theyre close in strength), and add in another that is a small penalty. My feeling on that is essentially its base attack is already equivalent to some of the lesser origin at-wills, and adding possibility of stun or daze onto that makes it very strong (though not TOO strong, I think). Tossing in another small chance for the target to gain a benefit (say, +2 to attack) would go a ways. Then, youd have a 4 in 6 chance of good effect, 2 in 6 of bad.
Here's one that was vaguely inspired by ChaoticGood's suggestion about making superhero-themed origins in another thread. (Or Super-Villian, in this case!) I whipped it up on the fly, so if you'd like to make suggestions, especially for the Novice Power possibilities, feel free


Sorry about ugly formatting... i typed this up in OpenOffice and am too sleepy to correct the copy/paste.

Puppeteer


Puppeteer


Ever since you were young, you could cause things around you to come alive by force of will. Solid, Liquid, Gas. . . it matters not, you can bend it to your own purposes.


Mutant Type: Charisma; Psi; +2 to psi overcharge.


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


Trickster (Level 1): As a minor action, you can cause a small unattended object to come to life for one round. This can do one of the following:Make A Feint (Adjacent enemies take a -1 to attack), Impress Others (+2 to Interaction), or Cause A Distraction (Enemy takes -2 to Perception, or DM's choice). This is a CHA attack vs Will that can be performed once per round.


Puppeteer Critical (Level 2 or 6): When you score a critical hit, you may use Animate Object as a free action.


 


Animate Object (Puppeteer Novice)
Through your will, objects move and attack.
At-Will • Psi
Standard Action Close burst 5
Target: One medium or smaller object in burst.
Effect: The object is animated until the start of your next turn, and may make the below attack. An animated object has 5hp and may move half your speed if it has a means to whenever you take a move action. The hit effect for the attack used is determined by the DM according to the object animated. Weapon damage and accuracy is determined by the standard weapon chart.


Attack: Charisma + your level + Accuracy


Hit: 1[W] + your level damage, and the target is restrained, knocked prone, pushed 2 squares,


or takes a -2 penalty to its next attack roll.


Sustain (Minor): The effect persists, and the object may attack as a free action. You may only sustain one Animated Object per round.


 


Imbue Life (Puppeteer Utility)


You cause an object to truly become alive for a short time. Pinocchio would be jealous.
Encounter • Psi
Target: One medium or smaller object in burst.
Effect: The object is animated until the end of the encounter. It may attack once per turn as a free action using the attack that would be given to it by Animate Object.


 


Puppet Master (Puppeteer Expert)


Blood is an object, too. So is an arm, or a leg, or a whole body. What matter if it's already alive?
Encounter • Psi


Standard Action Close burst 5
Target: One creature in burst
Attack: Charisma + your level vs. Will
Hit: 1d10 + Wisdom modifier psychic damage, and the target is dominated (save ends).


Hey, guys. I'm kinda new to "The Wizards Community", just made an acc, but that's not the point. Anyway, I've being searching the internet all over trying to find some "origin classes" because as much as I like the idea of the game I just find it to bizarre (yeah, I'm a chicken =/). So as I couldn't find any, although I saw some in these forums, but I wanted to give it a try and make my own. I didn't really get the idea of how to build Origins/Classes/Races for D&D 4e, so if they seen a little bit unbalanced (or a lot, lol) I would really appreciate any comments. This is one of the classes I made for my game that I will be playing with some friends in the future. I'll post some more as I finish. If you guys have any ideas, throw'em in. I was planning on creating at least 2 classes for each Ability (STR, CON and etc). I already have Defender (for CON), Scout (for DEX) and Nerd (for INT). Not sure what's coming for Wisdom, but I have a small idea of what to throw over Charisma, some kind of Bard or one class that acts as a Leader or a Controller. Well, that's all for now, said a bunch of things, hope you guys like it.

< Savage >

Life is hard and you learned to deal with it in the easiest and, for you, the best way one could ever try out: throwing punches and kicking ****. Maybe you're not a big fan of unarmed fighting, but when you have a big hammer, an axe or even a home-made two-handed sword in your hands, no one should stay in your way, 'cuz heads will roll.

Mutant Type: Strenght
Skill Bonus (Level 1): Gain a +4 bonus to Athletics checks.
Fearless (Level 1): Gain a +2 bonus to Will.
ROAR! (Level 1): In battle you rage gaining a +10 temporary bonus to your HP and +2 bonus to your Strength. This bonus is passive ocurring every combat.
Savage Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you knock the target prone until the start of your next turn (the target can only stand up before the effect ends by using a Standard action).

Devastating Strike (Savage Novice)
When you swing your bat nobody wants to be around.
At-Will Weapon
Standard Action
Melee weapon
Requirements: You must be wielding a two-handed weapon.
Target:
One creature
Attack: STR + Level + Weapon accuracy vs. AC
Hit: 1[W] + 1d6 + STR + Level

Adrenaline Rush (Savage Utility)
Remember those days when you used to loose battles? Exactly, they never existed.
Encounter
Minor Action
Target:
Personal
Effect: You gain temporary hit points equal to 5 + your level until the end of the encounter.

Smasher/Slasher Tornado (Savage Expert)
Enemies outnumber and surround you, smelling victory right away. Until you start spinning and reaping their legs and heads off.
At-Will Weapon
Standard Action
Close Burst 1
Requirements: You must be wielding a two-handed weapon.
Target: Each creature in burst
Attack: STR + Level + Weapon accuracy vs. AC
Hit: 1[W] + STR + 2x Level
Effect: You knock the targets prone.

- Edited with some fixes - 

IMAGE(http://www.nodiatis.com/pub/9.jpg)

Sup, fellas. I'm back here bringing another class for comments and etc. Also, forgive my english, some mistakes here and there. Also, forgive me about any bad words that I forgot to take off the flavor texts.

< Defender >
Most people don't know that the best offense is a good defense, but you do, and you praise your shields and armors more than you do with your life, but that's why you like them more than yourself, right? We hope so... But above all, you praise the life of those around you. Carrying a shield around does not mean you are a coward, but it's the sign of your life-long promise that the innocent would never suffer in your presence. Or they're just paying you really good to keep their heads over their necks.
Mutant Type: Constitution
Skill Bonus (Level 1): Gain a +4 bonus to Mechanics.
Legged Wall (Level 1): You gain a +2 bonus to your AC.
Challenge of Honor (Level 1): As minor action, you may mark a creature within close burst 5. The mark lasts until you mark a different creature or it is superceded by another mark.
Defender Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage and you or an ally adjacent gain a +2 bonus to AC until the end of your next turn.

Shield Bash (Defender Novice)
After a quick strike with your weapon, you push the enemy away from you or your close allies.
At-Will Weapon
Standard Action
Melee weapon
Requirements: You must be wielding a shield.
Target:
One creature
Attack: CON + Level + Weapon accuracy vs. AC
Hit: 1[W] + CON + Level
Effect: You push the target a number of squares away from you equal to your Strenght modifier (minimum 1).

Save the Queen! (Defender Utility)
Hey! That's your job, you can't complain about it. Just take the blow already.
Encounter
Move Action
Target:
Ally in running range (Speed +2).
Effect: You move your running speed into an ally square and swap places with it (the ally goes to the last square you stepped before swapping). This action provokes no opportunity attacks.

The "Great Wall" Slam (Defender Expert)
When everybody thought your shield had only one utility, you make them swallow a whole bunch of teeth and some blood to easy-up the way down.
Encounter Shield
Standard Action
Shield, Melee 1
Target:
One creautre
Attack: CON + Level + Shield's AC bonus vs. AC
Hit: 3d6 + CON + 2x Level
Effect: The target is Stunned until the start of your next turn.

- Edited with some fixes - 

IMAGE(http://www.nodiatis.com/pub/9.jpg)

I would really appreciate any comments. This is one of the classes I made for my game that I will be playing with some friends in the future.

< Savage >
Life is hard and you learned to deal with it in the easiest and, for you, the best way one could ever try out: throwing punches and kicking ****. Maybe you're not a big fan of unarmed fighting, but when you have a big hammer, an axe or even a home-made two-handed sword in your hands, no one should stay in your way, 'cuz heads will roll.



 


Overall, looks pretty good for a first attempt. Generally would work well with a few tweaks:


1. No need for ROAR! to be an encounter power (and you didnt specify action type for it). Just leave the flavor text (maybe replacing 'You can' with 'In battle') and make it a passive bonus, leaving Adrenaline Rush for 'emergency' situations.


2. Slasher Tornado could actually use a slight buff in my opinion. Maybe make it knock people prone and/or push creatures - Expert Powers rarely do only damage.

Interesting take. I like the flavor, though if I might make a suggestion for the at-will: maybe take off stunned or dazed (since theyre close in strength), and add in another that is a small penalty.

It's supposed to be a 'confusion' sort of effect.  There's a 50% chance of it working about like a mark - getting the target to attack you, which is not the desireable thing it is in D&D when you're a defender, less so because it's random.  And a 50% chance of it doing something other than just pissing the target off, slow, which is minor, daze which some other novice power does, now, I believe, or mis-directing an attack (or stun vs a lone monster).  I think the unpredictibility makes up for the over-powerful effect on a '6.'  The stun, slow and daze possibilities are also quite brief, they last at most, until the end of the target's turn, and many don't kick in /until/ the target's turn.  The stunned condition, for instance, is only on the target's turn.  So his turn starts, if he can't attack one of his allies, he's stunned, his turn ends, and he's not stunned anymore.  Same with the daze on the '1' result.  Really not that nasty.

My feeling on that is essentially its base attack is already equivalent to some of the lesser origin at-wills, and adding possibility of stun or daze onto that makes it very strong (though not TOO strong, I think).

It's already only barely a weapon attack - it doesn't use weapon accuracy, and it's restricted to the lower-damage (higher accuracy) light weapons, and no guns.  It does attack will, which is pretty nice, even w/o accuracy.  I had considered making it a weapon attack with a secondary attack vs will.  I thought that was overly complex, but the second attack roll would have mitigated it's power.  This is what it'd've looked like:


Capricious Attack (Fey Novice)
Your strange fey combat style confuses your foe.
At-Will • Dark, Psychic, Weapon
Standard Action    Melee or Ranged 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 + Acc. vs. AC
Hit: 1[W] damage and make a secondary attack.

Secondary Attack
Target:  Creature hit by the primary attack.
Attack: CHA + your level vs. Will  (the accuracy of your weapon is not added to this attack).
Hit: 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.



 

 

Oops, looks like this request tried to create an infinite loop. We do not allow such things here. We are a professional website!


< Defender >
Most people don't know that the best offense is a good defense, but you do, and you praise your shields and armors more than you do with your life, but that's why you like them more than yourself, right? We hope so... But above all, you praise the life of those around you. Carrying a shield around does not mean you are a coward, but it's the sign of your life-long promise that the innocent would never suffer in your presence. Or they're just paying you really good to keep their heads over their necks.



Spelling aside, definitely looks good to me. Needs some wording tweaks to put it more in line with the general rules language WotC uses:

1. Marking may or may not need describing. Currently, WotC seems to assume people who play Gamma World also are at least familiar with 4E rules, as they keep including things not defined in the book. The Community Origins also assumes this (as noted in the text of Compilation 1). So, you don't really need to define marking - just say 'As minor action, you may mark a creature within close burst 5. The mark lasts until you mark a different creature or it is superceded by another mark' and leave it at that.

2. Save The Queen just needs wording tweaks. Should be:
Save the Queen! (Defender Utility)
Hey! That's your job, you can't complain about it. Just take the blow already.
Encounter
Move Action
Target:
One Ally within a number of squares equal to your speed+2.
Effect: Move your running speed to a square adjacent to the target.
Effect: You and the target swap spaces.



Everything else looks pretty good to me on that one
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. While that's not always possible, it does make it an almost guaranteed that it couldnt reach you, which sort of abuses the randomness to give you a very good chance of a nasty effect one way or another. (I mean, look at ranged weapon ranges in the first place: The average bow user could make that distance a minimum of 14 squares (assuming a heavy-armor seismic), an average of 16 (normal), and a maximum of 19 (Speed types). Thats hard for the average 6-square moving creature to hit without running, and forcing that adds more benefits to your attack even if they can.