Caoimhe Ora Snow
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5e D&D Stuff: Birthright Conversion
BAD MOFOSome men are all talk, Some men are all action. You, you’re all attitude.
APPEARANCE: You are big, muscular, tough as nails. Somehow, your wardrobe of jeans, t-shirts, and optional leather jacket fit in everywhere. Even more impressive is the flame-retarded, explosives-retardant, cut-retardant qualities they posses.
BAD MOFO TRAITSMutant Type: Constitution; Dark; +2 to dark overcharge.Skill Bonus (Level 1): Gain a +4 to Interaction checks.Tough Guy (Level 1): You gain a +2 to Will. You’ll be Back (Level 1): You can choose to reroll any death saves, keeping the second result. Bad Mofo Critical (Level 2 or 6): When you score a critical hit, you do 1d10 additional damage, and the target is knocked prone.
All out of bubble gum (Bad Mofo Novice)At-Will • Dark Standard Action Melee 1Target: One creatureAttack: Constitution + your level vs. FortitudeHit: 2d6 + Constitution modifier + your level damage, and the target grants combat advantage to you and all allies until the end of your next turn.
Big Mistake (Bad Mofo Utility)Encounter • Dark Minor Action PersonalTrigger: You are under an effect a save can end.Effect: You may make a saving throw as a minor action.
Good, Bad, I’m the Guy with the Gun (Bad Mofo Expert)Encounter • Dark, Weapon Standard Action Melee or Ranged WeaponTarget: One creatureAttack: Constitution+ Accuracy + your level vs. ReflexHit: 2[W] + Constitution modifier + your level physical damage, and the target is weakened (save ends). Special: This attack does not affect your weapon’s Ammo.
I didn't make any origin cards, you must have me confused with someone else! (e.g. AH_Anarchy)
You are an artist. Blood is your medium, the body your canvas.
Mutant Type: Cha; Dark; +2 to dark overcharge.
Natural Healer (Level 1): Gain a +2 to Science and Nature checks.
Hardy Constitution (Level 1): Gain a +2 bonus to Fortitude.
Biofeedback (Level 1): You have fast healing 3.
Hemokinetic Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage, and an ally within 5 squares of you regains hit points equal to your Charisma modifier + your level.
Sepsis Induction (Hemokinetic Novice) You cause your opponents body to reject its own tissue, inducing blood poisoning.At-Will • Dark, PoisonStandard Action Ranged 10Target: One creatureAttack: Charisma + your level vs. FortHit: The target takes ongoing 10 poison (save ends).
Blood Transfusion (Hemokinetic Utility)
You draw blood out of yourself and use it to close up an ally's wounds.Encounter • DarkMove Action Close burst 5
Target: You and one ally in burst.Effect: You take 2d8+your level damage, and the target gains that many hit points plus temporary hit points equal to your Charisma modifier.
Involuntary Donor (Hemokinetic Expert)
You drain your enemies' vitality, transferring it to yourself.Encounter • Psi, Psychic
Standard Action Close burst 3Target: Each enemy in burstAttack: Charisma + your level vs. FortHit: 1d6 + Wisdom modifier + your level psychic damage.
Effect: You gain temporary hit points equal to the total damage dealt.
Blue Mage (Aka Power Thief)
You are an Adept in the art of mimicry. You can copy and steal the powers of your foe and use them against you enemies. You know their minds and weaknesses, and use them to fullest effect.
Mutant Type: Int; Dark; +2 to dark overcharge.
Knowledgeable (Level 1): Gain a +4 bonus to any skill checks you make related to monster entries.
Adaptive Defenses (Level 1): Once per round as a free action, you may gain a +2 to a defense of your choice until the start of your next turn.
Analyze Weaknesses (Level 1): Your attacks ignore the first 10 points of enemy resistances, and immunities are treated instead as being Resist 20.
Blue Mage Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage, and an ally within 5 squares of you regains hit points equal to your Charisma modifier + your level.
Mimicry (Blue Mage Novice) You think that's how its done? THIS is how its done!.At-Will • Dark, VariableMove Action Close burst 5Target: One creatureAttack: Charisma + your level vs. FortHit: Choose an at-will power belonging to your opponent. Until you use this power again, you may use the chosen power, substituting Charisma + your level for the attack roll, and using your own weapon damage if it is a weapon power.
Return Fire (Blue Mage Utility)
Hey look! I can do that too!Encounter • DarkImmediate Reaction Personal
Trigger: You are hit by an attack.
Target: Attacking creature.Effect: You make the same attack against the target, substituting Charisma + your level for the attack roll.
Power Thief (Blue Mage Expert)
Concentrating, you suck away a creature's power, using it against him.Encounter • Dark
Standard Action Close burst 5Target: One creature in burstAttack: Charisma + your level vs. FortHit: Choose an alpha mutation the target has readied. Until the end of your next turn, you gain this mutation and the opponent loses it. When the target regains a power, it gets it back in the state you had it last. (i.e. Expended or Unexpended). If the target has no alpha mutations, choose an unexpended encounter power you are aware of.
Anyone have a suggestions as to die-rolling systems? With so many origins now, things like Engineered Human / PSH / Clone / Etc come up rarely. Maybe I should just toss them in as a regular origin? Or maybe I should create a 'Special' section players can optionally roll on?
I like Hemokinetic a lot, but it occurs to me that it ought to be a Bio origin.
As a balance nut, I'll offer a couple suggestions to some of your builds that stand out, Chandrak. The squidling novice power should be dex+2+level vs. AC or else it's the most inaccurate novice power in Gamma World. Angelic and Goatfolk have the same problem. Modifier+level is not enough for vs. AC. Compare it to Plastic or Magnetic (even assuming this is a standard action) and it doesn't hold a candle. It should probably be unique in some way- probably offering some control element to it (like grabbing, which is essentially immobilize) or having 2 targets to make up for the lack of damage and inaccuracy. Actually, having all of my suggestions still would make it good but not as absurd as temporal or magnetic. For the Blue Mage, if the power you steal is a weapon power (and therefore versus AC) you are missing out on +2 or 3 accuracy the way you have it worded. I would suggest adding in that you also add in weapon accuracy to weapon attacks.
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.
Continuing with the archetype origins idea, I've finished and posted a Medic origin: glimmthegnome.wordpress.com/2010/12/22/a...Let me know what you think of it. Wow, I don't know how I totally missed this when counting back through origins. I completely missed your Gearhead one as well. (And Protector is new as well). Good work on all of them. If you don't mind my including those two as well. . . well then we're at 20 for a non-mutation set for class-like origins! :D
I posted my Ravager origin today. It's a take on what a barbarian-type character would look like in Gamma World. You can download the pdf from my site: glimmthegnome.wordpress.com/2011/02/04/a...Please let me know what you think.
Download the Animated origin here!
Following up on my idea from my housemate earlier tonight, here's the Animated origin:Download the Animated origin here!
Awesome Origin. I will be using this in my games.
Here's a new origin that uses the vocation rules from Legion of Gold. Or maybe I just liked typing "Expert Expert" for the expert power.
Download the Expert Origin now!
Glimm,I've been pretty impressed with your non-mutant origins. I've more or less decided to use your archtypes as a sub-list for pure humans. Not quite sure how to implement it during character creation yet, but I'll post a chart when I figure it out.
You see how it all adds up.
Descriptive text goes here. Blah blah blah blah.
Appearance: Blah, blah, blah.
Mutant Type: Intelligence; Psi; +2 to psi overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Science checks.
Numbers Don’t Lie (Level 1): Gain a +2 bonus to Will.
Never Tell Me the Odds (Level 1): Whenever you roll a 1 on a d20, reroll. You must use the new result, even if it is also a 1.
Origin Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you may use know the angles as a minor action once before the end of your next turn.
KNOW THE ANGLES
You see precisely how battlefield conditions can put your enemy at maximum disadvantage.
At-Will ✇ Psi
Standard Action Ranged 3
Target: One enemy
Attack: Intelligence + your level vs. Reflex
Hit: The target grants combat advantage to you and to all allies until the end of your next turn.
Miss: The target grants combat advantage until the end of your next turn.
PUZZLE IT OUT
You can extricate someone from a sticky situation.
Encounter ✇ Psi
Standard Action Ranged 3
Target: You or one ally
Effect: The target makes a saving throw with a +5 power bonus.
Your calculations change reality itself.
Immediate Interrupt Close burst 5
Trigger: A d20 is rolled to determine the result of an attack, skill use or power use by a creature within 5 squares of you
Target: The triggering creature
Attack: Intelligence + your level vs. Will
Hit: You may increase or decrease the result of the d20 roll (before modifiers are applied) by up to five. You may not increase it beyond 20, or decrease it below 1. If the new result of an attack roll is 20 (before other modifiers are applied), it triggers a Critical Hit. If the modified result of any d20 roll made by an ally is 1 (before other modifiers are applied), it triggers an Alpha Flux.
Its being worked on, I promise I've been really busy with RL stuff lately - two family members had to have major surgury for various reasons, and I've been picking up the slack at home. Also, I PMed a few people who offered to help out with reformatting the 1st pdf but didnt get any replies, so I've had to go over that myself. The 1st 50 or so origins are done now, and I'm adding in a more every few days. So it's coming, I swear
Shieldbutt (Novice) "We all know that a shield is primarily used to, y'know, shield one from damage. With this skill, though, your shield becomes a powerful weapon as well."At-Will ✇ Bio, Physical, WeaponStandard Action MeleeRequirement: You must have a shield equipped.Target: One enemyAttack: Constitution + your level vs. ReflexHit: 1d8 + Wisdom modifer + your level physical damage, and the target grants combat advantage until the end of your next turn.
Cannelloni Cannon (Novice)"This spell allows you to summon and then fire a cannon made of cannelloni and stuffed with all manner of deadly substances."At-Will ✇ Dark, ForceStandard Action Ranged 10 Target: One enemyAttack: Intelligence + your level vs. FortitudeHit: 1d8 + Intelligence + twice your level force damage.
Thrust-Smack (At-Will, Standard) Melee weapon +1: Str + Level + [W] VS. AC =[W] + Str + 2xLevel damage. If you are wielding a 2-handed melee weapon, dealdouble damage.