Is it just me or is the Serpentine origin missing from PDF 2?
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Only a week later than promised, but here they are: SIX new origins, based on the classes available in the "low-tech" MMORPG, Kingdom of Loathing!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.
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.
Another minor update: finished up most of the origins that aren't in the class group today; We're apparently short a few from 20 since we never heard back on balance changes from the person who posted Displacer / Lepidoptoid / Etc - I've got 17 so far added in to the compilation (speak up if theres one ive missed
Another minor update: finished up most of the origins that aren't in the class group today; We're apparently short a few from 20 since we never heard back on balance changes from the person who posted Displacer / Lepidoptoid / Etc - I've got 17 so far added in to the compilation (speak up if theres one ive missed (Not including the Kingdom of Loathing ones in the general group. As amusing as they are, they'll go in the 'extras' section since theyre a bit wacky).
I've got a couple I might pump out this weekend -- I'm basically going to do one last push on my Gamma World content and then step down from doing it. I've got a couple adventures I'm working on plus maybe those origins, plus a few more surprises then I'm out. (It'll still be on my site in perpetuity of course!)
Oraibi, I would be very happy if Hasbro/WotC sold you the rights to Gamma World whole cloth.Just sayin'.
Help Wanted3. Flavor Text - Could use someone who's feeling creative and wacky to go through the pdf and make flavor text suggestions: some authors have come up with thier own, but others have not, and a few origins have some flavor text but isnt complete. We dont have any sort of requirement for flavor, but hey, this is Gamma World. . . the sillier the flavor text, the better :P
Appearance: An imposing figure, some Guardians exude an aura of quiet confidence, while others are loud mouthed braggarts. Either way, enemies trying to hurt their friends are in for a bad day.
Mutant Type: Strength; Bio; +2 to Bio overcharge.Built like a Linebacker (Level 1): Gain a +4 bonus to Athletics skill checks.Don’t Count Him Out (level 1): You start with 2 extra hit points. At levels 2, 4, 6, 8, and 10 you gain an additional 1 hit point.Guardian Aura (Level 1): Enemies adjacent to the Guardian take a -2 to attacks that do not include the Guardian as a target.Guardian Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional 1d10 damage, and the target is Immobilized until the start of your next turn.
Defender’s Strike Guardian NoviceYou’re in for a bad day, son.At-Will • Bio, PhysicalOpportunity Action Melee 1Target: One enemy adjacent to you that either shifts or makes an attack that does not include you as a target.Effect: You make a melee basic attack against the triggering enemy. If the attack misses the enemy still takes damage equal to your Strength modifier.
Glowering Threat Guardian UtilityIf you want to hurt them, you’ll have to get through me first.Encounter • BioMinor Action Close burst 2Target: Each enemy in burst.Effect: Until the end of your next turn, each target takes a -5 penalty to attack rolls against any creature other than you.
Brazen Assault Guardian ExpertTo protect your allies, you put yourself in danger, knowing you can rely on your own resilience to maneuver yourself for a better attack position.Encounter • BioStandard Action Melee weaponTarget: One creatureAttack: Strength + your level + weapon accuracy vs. ACHit: 3[W] + Strength modifier + twice your level damage, and the target is pushed 2 squares.Effect: You gain resist 5 to all damage, but grant combat advantage to all attacks. This effect lasts until the end of the encounter, or until you end it as a free action on your turn.
Mutant Type: Dexterity; Bio; +2 to Bio overcharge.Chow-Yun Fat ain’t got Nothin’ on You (Level 1): Gain a +4 bonus to Acrobatics skill checks.Gun-Kata (Level 1): Gain a +2 bonus to Reflex.Spare Mag: When you use a gun more than once in an encounter you can roll twice to when you roll for remaining ammunition, and keep the better result.Gunslinger Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1[W] damage, and you can shift a number of squares equal to your Dexterity Mod.
Two-Gun Woo Gunslinger Novice“Give the guy a gun he’s Superman, give him two guns, he thinks he’s God!”
At-Will • BioStandard Action Ranged WeaponPrerequisite: You must be wielding a one-handed ranged weapon in each hand.Target: One creatureAttack: Roll two attacks, Dexterity + your level + weapon accuracy vs ACHit (one attack): 1[W] + Dexterity modifier + your level damage.Hit (two attacks): 2[W] + Dexterity modifier + your level damage. Effect: You can shift 2 squares before or after the attack, even if you are prone.Covering Fire Gunslinger UtilityGet down!EncounterMove Action Close Blast 5Target: Each creature in blast.Effect: Allies in burst gain a +2 power bonus to AC and Reflex.Overcharge: 10+ Make an attack against all enemies in burst. Dexterity + your level vs Reflex. Hit: Dexterity modifier damage.9 or less: You grant combat advantage until the end of your next turn.Special: This power counts towards one use of ammunition.
One Eye Shut Gunslinger ExpertCentering yourself, you know you’ll make this last shot count..Encounter • BioStandard Action Ranged weaponTarget: One creatureAttack: Dexterity + your level + weapon accuracy vs. ReflexHit: 3[W] + Dexterity modifier + twice your level damage, and you grant combat advantage until the end of your next turn.
Mutant Type: Wisdom; Psi; +2 to Psi overcharge.Psych Training (Level 1): Gain a +4 bonus to Insight skill checks.Never give up! (Level 1): Gain a +2 bonus to Will.Bedside Manner (Level 1): You may make a Science check to trigger a dying ally’s Second Wind as a minor action.Healer 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 Wisdom modifier + your level.
Hope Strikes Eternal Healer NoviceA flash of bright light sprouts forth from your hands to envelope your allies, filling them with hope, and sears your enemies.
At-Will • PsiStandard Action Close burst 5Target: One enemy
in burst.Attack: Wisdom + your level vs. WillHit: 1d8+ Wisdom modifier + twice your level psychic damage.Effect: One ally in burst gains your Wisdom modifier + your level temporary hit points.
Get up! Healer UtilityYou’re too important to me to die!Encounter • PsiMinor Action Melee 1Target: One adjacent ally.Effect: The target regains the use of their Second Wind.
Surgical Accuracy Healer ExpertWith lightning quickness you strike at your foe’s vital areas.Encounter • PsiStandard Action Ranged 5Target: One enemy.Attack: Wisdom + your level vs. FortHit: 3d8 + Wisdom Modifier + twice your level, and the enemy is dazed, save ends.Effect: Any bloodied ally adjacent to the enemy heals your Wisdom modifier + your level hit points.
Mutant Type: Strength or Dexterity (choose one at character creation, this determines which ability you use for all Martial Artist powers); Bio; +2 to Bio overcharge.Way of the Shadows (Level 1): Gain a +4 bonus to Acrobatics or Stealth skill checks (pick one).Way of the Fist (Level 1): When you make an unarmed attack, increase the damage die by one step. Quick attack becomes 1d6, Powerful attack becomes 1d10.Martial Artist Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage, and you can use Shadow Strike as a free action. Shadow Strike Martial Artist NoviceWhaa-tah!At-Will • Bio, PhysicalStandard Action Melee 1Target: One creatureAttack: Strength or Dexterity + your level + weapon accuracy vs. ACHit: 1[W] + Strength or Dexterity + twice your level, and slide the target 1 square to another square adjacent to you, you also knock the target prone.Tumble Martial Artist UtilityYou dodge and tumble past your foes with such speed and precision that they are unable to react.Encounter • BioMove Action PersonalEffect: You shift your speed.Quivering Palm Martial Artist ExpertYour vicious blow causes extreme agony to your foe.Encounter • Bio, PhysicalStandard Action Melee 1Target: One creatureAttack: Strength or Dexterity + your level vs. FortHit: 2d10 + Strength or Dexterity + twice your level damage, and an Ongoing 5 physical damage (save ends).Miss: Half damage.
MightyYour torso and arms ripple with mighty thews.Mutant Type: Stength; Meta; +2 to all overcharges.I don’t go to the gym, I’m just naturally this way. (Level 1): Gain a +4 bonus to Athletics skill checks.I’m Not With Them (Level 1): Gain a +1 bonus to AC.Super Strength (Level 1): When determining how much weight you can lift, double your strength score.Mighty Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage, and pushes the target 3 squares.Falcon … Punch! Mighty NoviceSometimes I feel like I live in a world of Cardboard.At-Will • Meta, PhysicalStandard Action Melee 1Target: One creatureAttack: Strength + your level vs. FortHit: 2d8 + Strength modifier + your level physical damage, and you push the target 3 squares. If the forced movement is stopped by blocking terrain they smash through until they have moved the full forced movement. For each square of blocking terrain they smash through they take your Strength modifier damage.In a Single Bound Mighty UtilityFaster than a speeding bullet!Encounter • MetaFree Action PersonalEffect: You make an Athletics check to jump with a +10 bonus. You are considered to have a running start and the distance you leap is not limited by your speed.
Astounding Throw Mighty ExpertCaptain Hammer threw a car at my head.Encounter • Meta, PhyscialStandard Action Area burst 1 within 10Requirement: You lift a piece of terrain, such as a mailbox or car, and throw it at your foes.Target: Every creature in burstAttack: Strength + your level vs. ReflexHit: 2d8 + Strength modifer + twice your level damage.Miss: Half damage.
Mutant Type: Intelligence; Psi; +2 to Psi overcharge.Elementary my dear Watson (Level 1): Gain a +4 bonus to any Conspiracy skill checks. When rolling a monster knowledge skill check, you gain an additional bonus equal to half your Intelligence modifier.I Never Give Up, That’s My Superpower (Level 1): +2 to Will defense.Utility Belt (Level 1): Once per round you may draw an item or weapon as a free action.Super-Sleuth Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage, and the target is dazed (save ends). Exploit Weakness Super-Sleuth NoviceAt-Will • Psi, PhysicalStandard Action Melee or Ranged weaponTarget: One creatureAttack: Intelligence + your level + weapon accuracy vs. ACHit: 1[W] + Intelligence Modifier + your level physical damage, and the target grants combat advantage until the end of your next turn.Adaptive Strategy Super-Sleuth UtilitySomething about the Supervillain’s movements strikes a chord; you know just how to fight it.EncounterMinor Action Close burst 5Target: One creature you can see in the burstEffect: You make a monster knowledge check to determine the target’s resistances and vulnerabilities (Hard DC). If the check succeeds, you or one ally who can hear you gains a +4 power bonus to his or her next attack roll against the target before the end of your next turn.I Always Have a Plan Super-Sleuth ExpertEncounter • PsiStandard Action Melee or Ranged WeaponTarget: One creatureAttack: Intelligence + your level + Weapon Accuracy vs. ACHit: 2[W] + Intelligence modifier + twice your level physical damage, and one ally you can see can make a basic attack against the target.
Gamma World as a supers game is a whole'nuther thing. Those origins are pretty cool, though, I especially like the Tick-inspired nigh-invulnerable. ;)Chandrak: Yeah, just because a lot of novice powers are over- or under-powered doesn't mean I don't still like the idea of mine being balanced. Acc vs nACD is plenty, and it makes weapon attacks worthwhile for a WIS origin. Maybe make it 'useable as a basic attack?'
You have antennae, possibly bristle-like hair or soft fur, and a huge pair of bright, multicolored butterfly wings. You know Mothra? Yeah, its like that.
Mutant Type: Charisma; Bio; +2 to bio overcharge.
Skill Bonus (Level 1): You gain a +4 to Interaction checks
Shifting Patterns (Level 1): You gain resist 10 to a type you specify at the start of each encounter.
Pollen Release (Level 1): When you become bloodied, all enemies in close burst 3 take ongoing poison damage equal to your level (save ends).
Flight: You have limited powers of flight. You gain a flight speed equal to your level, but you cannot make attacks while flying. If you are attacked while flying, you must make a saving throw or fall.
Lepidoptoid Critical (Level 2 or 6): When you score a critical hit, you push the target 3 squares and knock it prone.
Wing Pollen (Lepidoptoid Novice) You flap your wings and release a spray of pollen.At-Will • Bio, Poison Standard Action Close blast 3Target: Each creature in blastAttack: Charisma + your level vs. FortitudeHit: 1d6 + Charisma modifier + your level poison damage, and the target is grants combat advantage (save ends).
Blinding Lights (Lepidoptoid Utility)
Bright multicolored lights flash from your wings, deflecting damage.Encounter • Bio
Immediate Interrupt Personal
Trigger: You would take damage.
Effect: You gain resist 5 All until the start of your next turn.
Nuclear Pollen (Lepidoptoid Expert)
You begin to produce glowing, radioactive pollen that progressively weakens you opponents. It gets on your hands, your weapons, everything. . . all it needs is delivery.Encounter • Bio, Poison
Minor Action Personal
Effect: The damage from your next attack becomes ongoing poison damage (save ends).
Hey, you added an extra 'w' to Shadoweaver. That was part of the whole schtick with that origin...
Nice. Updated those too Tauric did turn out pretty much the same as Hoofed. Initially, Hoofed just represented having hooves - not neccesarily being quadrupedal.
Here's my take on Lepidoptoid. I took the Mothra-like route because I thought it was funny ;PLepidoptoidYou have antennae, possibly bristle-like hair or soft fur, and a huge pair of bright, multicolored butterfly wings. You know Mothra? Yeah, its like that.
Edit: Cool, and no, nobody's done a Banshee one yet. Theres a Siren, but thats different.Flavor text ought to be "Let our enemies despair, for the Banshee howls their doom!" from Dawn of War ;P (j/k)
That one works ____________________________Bansidh. (Banshee)You are the doom sayer of the dead, maybe you stayed behind after the fall of man or maybe you are an ancient goddess claiming those whose time has come.Mark of DeathYour time is up!You mark a target who's time has come. (minusses on attack rolls and skill checks + damage?)Ethereal flutterHow do you defeat something that is not there?Basically a teleporting effect in which the Banshee fades out moves to another spot her speed and fades in.Scream of the BansheeFor whom the bell toles.The Banshee's scream effects everyone in a burst area damaging them and striking them with utter terror.______________________
This is what I have so far.
Let our enemies despair, for the Banshee howls their doom!
You are an omen of death and a messenger from the other world. Maybe you are what's left of an ancient deity or immortal blood runs through your veins. You have trouble getting friends and people liking meeting you, something to do with the death omen maybe?
Appearance: Your appearance is both beautiful and unsettling. You complexion is pale and your eyes are reddish as if you've been crying.
Mutant type: Charisma; Psy; +2 to Psy overcharge.Skill bonus (Level 1): Gain a +4 bonus to Stealth checks.The end is neigh(Level 1): You can detect which enemies and allies are bloodied and which are near death. All you need is to be able to see them.Hoover (Level 1):Not exactly flying but you can hover your speed over any surface (including water)Not of this world(Level 1): Gain damage reduction 10 necrotic.Banshee critical: When you score a critical hit the attack deals 1d10 extra damage and the target is weakened until then end of your next turn.
Banshee's call (Banshee Novice)"For whom the bell tolls"You mark a target who's time has come. (minuses on attack rolls and skill checks + damage?)
Wraith of The Banshee (Banshee Utility) "flavor text" The Banshee becomes incorporeal and moves her speed then becomes corporeal again. Obstacles have no effect on this move as long as you don't end up inside one. Any creatures in the path of the movement are attacked by The Banshee as she moves through them. (Weakening them or stun?) Wail of the Banshee (Banshee Expert) "flavor text" The Banshee's scream effects everyone in a burst area damaging them and striking them with utter terror.