Welcome to the Gamma World Community Origins Thread!
Here on the Gamma World forums we have a large, active community of homebrewers. Gamma World as a system is simple and easilly customizable, and its charm lies in its infinite variety. So it was only a matter of time before homebrewed origins began popping up across the forums. Here, you will find a ready-made community of like-minded homebrewers ready to critique your work, talk about rules and balance, and generally help provide the community with a fantastic resource for expanding thier game.
Anyone is welcome to contribute origins, suggest balance changes, or make origin requests of our more prolific homebrewers. All we ask is a willlingness to listen and consider the constructive criticism of others, and to not go around bashing other people's work if you don't like it. Also, as the purose of this is to add variety to the game, please generally avoid posting similar/duplicate origins to ones already in the game, unless there is a major difference in mechanics/emphasis on an aspect of an origin.
So what can I find here? Well, to start off, if you just want to see our work, near the end of this post will be a link for GoogleDocs where you can download a nice pdf compilation of the best and most balanced of the origins posted here. Currently, that compilation is split into two parts due to word processors not speaking to each other, but that's soon to change in the next week or so.
If it's simply a list you're looking for in case you're just curious or you want to add some origins and aren't sure if they've been done before or not, the second post has a frequently-updated list of every origin posted here on the thread, plus links to origins posted elsewhere. Eventually I'll learn how to make a thread jump to a particular post (if its possible on these forums) so you can jump straight to specific origin, but for now if you want to see an origin, its best to download the alphabetized pdf.
How can I help out? As stated before, anyone can contribute! Whether its providing constructive criticism, complimenting designers whose work you like, or posting origins of your own, there is no prerequisite for helping out. Origins may simply be posted directly into the thread for all to see and critique, or you can give a link to a blog or wiki post if you run one of your own. We do ask that criticism be limited to rules balance, however - Gamma World means different things to different people, be it silly, serious, wackly, light, dark, whatever, and its silly to criticize other people's tastes in origins. So please, keep criticism constructive and balance-oriented.
If you'd like to offer something else, check the Help Wanted section below.
My origin isn't in the compilation, but I posted it! What gives? The most likely reason is that I simply havent updated the pdf. Origins don't come pouring in superfast, they tend to come in batches as someone has a few ideas theyve been tossing around related to one subject, so updates have been about a month and half apart, with each update being about twenty origins' worth. One possibility is that (like with Classes) I'm saving up for a themed update so I can add a new section to the pdf. That can take awhile since the vast majority of origins we get are standard rules, as opposed to say, Dr. Comic's setting-based age origins. Which brings up the other possibility - maybe your origin doesn't fit most gamma world games, as it uses special rules or requires a special setting. If there aren't enough to comprise a themed group, it won't get included for awhile.
1. PDF Layout Help - I could use someone who could make a nicer-looking pdf of the origins, preferably with nice-looking graphics & colors. Right now all that's being dont is a nicely formatted text file exported to pdf. Something like Oraibi's landscape origin sheets, or maybe an optional half-sheet file for people who like to use them would be fantastic. It's a lot of work, and I just don't have the time for doing more than I already do.
2. Origin and Trait Cards - AH_Anarchy has a fantastic set of blank cards for origins available for those who might be Photoshop/Gimp inclined. I have very little skill with Photoshop, and have only a basic understanding of Gimp, so would love to find someone who'd be willing to make cards to go with the Compilation pdf.
3. 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
Ok, so it took longer than I wanted thanks to family member surguries and a 2-week bout of flu, but the 3rd set of 20 origins is out, and the Class System is under construction. For now, here's a link to the pdf with 60 Origins! LINK Also included is a glossary of 4E rules that got used and arent in the normal Gamma World books. Let me know if you spot a rule that was used but isnt in the pdf.
This is the list of all origins I'm aware of. For Community and Non-Compiled Origins, you should be able to find the original text posted in this thread somewhere. Otherwise, I'll include a link. Note that some origins in the compilations have been altered for balance from the counterparts posted in the thread. A few origins have been posted more than once as the community suggested revisions (such as undead/zombie)If requested, I can update the lists below to include a short description, assuming I can fit that much text in one post Gamma World Core OriginsShow
Young, Survivor, Old – age based, found here Chelonian (Post #137) Fey Infected Invisible Koopa Troopa! Puppeteer Tentacled (Partly Similar to Squamous & Squidling) Tyrannosaur (A psuedo-reflavor of Sharkoid and/or Saurian) - found here Vampire Rabbit Solar Ocular Toxin Bad Mofo (Brutish) Hemokinetic Power Thief (Blue Mage)
Classes As Origins Explorer Examiner ESPer Hunter Shootist Knight Sorceror Defender Savage Medic Nerd Scout Raider Strategist Ascetic Bad Mofo (Brutish) Survivor - Found here
We're close to a new pdf! Keep those ideas coming! :D
Teleporter -- By Chandrak Whether a quirk of birth or through rigorous training, you’ve found yourself with the ability to move yourself across space instantly. Mutant Type: Dex; Psi; +2 to psi overcharge. Skill Bonus (Level 1): Gain a +4 to Acrobatics checks. Missed Me! (Level 1): When an opponent misses you with an attack that targets Reflex, you may teleport 1 square as a free action. Teleporter Critical (Level 2 or 6): When you score a critical hit, you may teleport your speed after the attack as a free action.
Teleport Assault (Teleporter Novice) Just because I’m 10 feet away doesn’t mean I can’t punch you in the face, jerk. At-Will • Psi, Teleport Standard Action Melee Weapon Target: One creature Attack: Dexterity + your level + weapon accuracy vs. Ref Hit: 1[W]+Dex+level. Special: You may teleport 3 before or after the assault.
Flinch Away (Teleporter Utility) Where’d he go? I thought I had him!. Encounter • Psi, Teleport Immediate Interrupt Personal Trigger: You are hit by an attack. Effect: Add +3 bonus to all defenses for this attack. If this causes the attack to miss, you may teleport half your speed as a free action.
Abduction (Teleporter Expert) I think you need a time out. Go sit in the corner. Encounter • Psi, Teleport Minor Action Melee 1 Target: One creature Special: You may teleport your speed before making the attack. Attack: Dexterity + your level vs. Ref Hit: Dexterity modifier damage, and the target is teleported your speed. You may teleport to a square adjacent to the target.
Arcanist -- By Chandrak In some universes, magic never vanished. You’ve managed to tap into this largely unexplored resource.
Mutant Type: Intelligence; Dark; +2 to dark overcharge. Skill Bonus (Level 1): Gain a +4 to Conspiracy checks. Defense Bonus (Level 1): Gain a +2 to Will. Dancing Lights (Level 1): You can create small floating lightsources about as bright as a torch or a flashlight as a free action. Origin Critical (Level 2 or 6): When you score a critical hit, you deal an additional +1d8 damage, and all allies within 5 squares of you gain a +2 to Will until the end of your next turn.
Magic Missile (Arcanist Novice) You conjure a bolt of magical energy that unerringly strikes your target. At-Will • Dark Standard Action Ranged 20 Target: One creature Effect: 2 + Intelligence modifier + twice your level damage.
Shield (Arcanist Utility) You throw up your hand, and a shield of arcane energy springs into existence. Encounter • Dark Immediate Interrupt Personal Trigger: You are hit by an attack. Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.
Arcane Vortex (Arcanist Expert) A storm of magical energy lifts your foe into the air, battering and confusing him. Encounter • Dark Standard Action Ranged 10 Target: One creature Attack: Intelligence + your level vs. Ref Hit: 2d10 + Intelligence modifier damage, and you slide the target 2 squares vertically. The target remains aloft until the end of its next turn. The target is dazed and immobilized until the end of its next turn.
Squidling -- By Chandrak Mutant Type: Dexterity; Bio; +2 to source overcharge. Skill Bonus (Level 1): Gain a +4 to Acrobatics checks. Defense Bonus (Level 1): Gain a +2 to Reflex. Extra Limbs (Level 1): You possess many small prehensile tentacles. Even when your primary hands are full, you can manipulate or hold other objects, fire weapons while climbing, and other such tasks. Squidling Critical (Level 2 or 6): When you score a critical hit, you can make a basic attack with an item held in your extra limbs as a free action.
Tentacle Slap (Squidling Novice) With a lunge, you stretch out one of your tentacles, slapping a foe at a distance. At-Will • Bio Standard Action Melee 2 Target: One creature Attack: Dexterity + your level vs. AC Hit: 1d8 + Dexterity modifier damage.
Ink Cloud (Squidling Utility) When threatened, you release a disgusting inky miasma to deter your foes. Encounter • Bio, Zone Immediate Reaction Close Burst 1 Trigger: You are hit by an attack. Target: All creatures in burst. Attack: Dexterity + your level vs Reflex Hit: 1d6 damage and the target is blinded (save ends). Effect: The burst creates a zone of inky miasma that blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turns there suffer the initial attack. You are immune to your own cloud.
Sucker Grab (Squidling Expert) You’re all hands. Encounter • Bio Standard Action Melee 1 Target: One creature Attack: Dexterity + your level vs. Ref Hit: 2d10 + Dexterity modifier damage, and the target is restrained (save ends). If you move more than 1 space away from the target, it is no longer restrained.
Illusionist -- By Chandrak Mutant Type: Intelligence; Dark; +2 to dark overcharge. Skill Bonus (Level 1): Gain a +4 to Conspiracy checks. Defense Bonus (Level 1): Gain a +2 to Will. Hallucinatory Terrain (Level 1): Aura 1: Squares adjacent to you are considered difficult terrain by enemy creatures. Illusionist Critical (Level 2 or 6): When you score a critical hit, you deal +1d10 damage and the target is dazed until the end of its next turn.
Illusory Ambush (Illusionist Novice) You create an illusion of swirling spectral assailants that swarm over your enemy. At-Will • Dark, Illusion, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence + your level vs. Will Hit: 1d8 + Intelligence modifier + your level psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Shadow Haze (Illusionist Utility) With a wave of your hand, darkness swirls about an ally, concealing them from your enemies. Encounter • Dark, Illusion Minor Action Ranged 10 Target: You or one ally Effect: The target gains total concealment until the end of your next turn.
Hypnotic Pattern (Illusionist Expert) A swirling pattern of colors appears before your foes. Their eyes glaze over as the patter enthralls them and lures them closer. Encounter • Dark, Illusion Standard Action Ranged 10 Effect: You conjure a sqirling pattern of colors and lights in an unoccupied square within range that lasts until the end of your next turn. You can use the Hypnotic Patter attack power, using the pattern’s square as the origin.
Hypnotic Pattern Attack At-Will • Dark, Illusion Opportunity Action Close Burst 3 Trigger: An enemy starts its turn within 3 squares of the pattern. Target: Triggering enemy in burst. Attack: Intelligence + your level vs. Will Hit: The target is pulled 3 squares toward the pattern and is slowed until the end of your next turn. It can move into the pattern’s square.
Demonic -- By Chandrak Whether through a pact with dark beings or due to your parents’ legacy, you have been tained with the blood of demons. Mutant Type: Charisma; Dark; +2 to dark overcharge. Skill Bonus (Level 1): Gain a +4 to Conspiracy checks. Defense Bonus (Level 1): Gain a +2 to Fort. Temptation (Level 1): You can pull a stunned or dazed enemy 1 square as a free action once per turn. Origin Critical (Level 2 or 6): When you score a critical hit, the target takes ongoing 5 fire (save ends).
Flamewreath Strike (Demonic Novice) You utter a word of the Dark Speech, and your weapon bursts into flames. At-Will • Dark, Fire Standard Action Melee weapon Target: One creature Attack: Charisma + your level + weapon accuracy vs. AC Hit: 1[W] + Charisma + twice your level fire damage.
Beguiling Whispers (Demonic Utility) With a few whispered promises, your foe comes under your spell. Encounter • Source Minor Action Ranged 5 Target: One creature Attack: Charisma + your level vs. Will Hit: The target becomes fascinated (save ends). While fascinated, you can use your Temptation feature each round on the target, even if it is not stunned or dazed.
Lure of Minauros (Demonic Expert) You whisper dark promises on the wind, sending them forth the pollute your enemy’s mind with overwhelming terror that compels it to lash out in a panic. Encounter • Dark, Fear, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma + your level vs. Will Hit: 1d10 + Charisma modifier + your level psychic damage, and the target takes a free action to make a melee basic attack against itself or an adjacent creature.
Miss: You take damage equal to your level but may repeat the attack against another target in range.
Angelic -- By Chandrak Somehow, you were born infused with a small portion of holy energy. Perhaps you have been blessed by the gods, or perhaps you are the result of some sort of bizarre experiment. Mutant Type: Charisma; Dark; +2 to Bio overcharge. Skill Bonus (Level 1): Gain a +4 to Interaction checks. Flight (Level 1): You gain a flight speed equal to your move speed. You take a -2 penalty to attacks when flying. Origin Critical (Level 2 or 6): When you score a critical hit, you or an ally within 5 squares can regain hit points equal to twice your level.
Holy Smite (Angelic Novice) You bring down the wrath of the heavens upon the unfaithful. At-Will • Dark, Radiant Standard Action Melee weapon Target: One creature Attack: Charisma + your level vs. AC Hit: 1d12 + Charisma modifier + twice your level radiant damage.
Healing Hymn (Angelic Utility) With a prayer and a song, you grant new life to your allies. Encounter • Dark, Healing Minor Action Close Burst 5 Target: One ally Effect: The target regains hit points equal to your Charisma modifier plus your level.
Blinding Light (Angelic Expert) You conjure a cylinder of light that illuminates the battlefield, searing the eyes of your foes. Encounter • Dark, Radiant, Zone Standard Action Area burst 1 within 10 Effect: The burst creates a zone of bright light until the end of your next turn. Creatures within or entering the zone become blinded (save ends).
Goatfolk -- By Author Mutant Type: Constitution; Bio; +2 to source overcharge. Skill Bonus (Level 1): Gain a +4 to Mechanics checks. Defense Bonus (Level 1): Gain a +2 to Fort. Cast Iron Stomach (Level 1): You can eat and drink almost anything. Irradiated, Metallic, Organic, Mineral . . . it doesn’t matter to your body, it can be food, if you want. Origin Critical (Level 2 or 6): When you score a critical hit, you deal an extra +1d6 damage and the target is dazed until the end of its next turn.
Headbutt (Teleporter Novice) You rear back, smashing into your foe with your horns. At-Will • Bio Standard Action Melee 1 Target: One creature Attack: Constitution + your level vs. AC Hit: 1d10 + Constitution modifier + level damage.
Hooves of Steel (Goatfolk Utility) Flavor Text. Encounter • Bio Free Action Personal Effect: Until the end of your next turn, you can ignore difficult terrain.
Get Off My Bridge! (Goatfolk Expert) With a roar, you slam into your opponent, knocking them backwards. Encounter • Bio Standard Action Melee 1 Target: One creature Attack: Constitution + your level vs. Fort Hit: 2d10 + Constitution damage, and the target is pushed 3 squares.
Goo -- By KonanOrigamiUser Where others are bizzare mutants, you are a sentient and mobile jello-being dripping your way through life. (Lime Flavoring Optional.) Mutant Type: Constitution; Bio; +2 to Bio overcharge. Skill Bonus (Level 1): Gain a +4 to Nature checks. No Vital Organs (Level 1): You gain +2 to all defenses. Short-Circut (Level 1): You have a -2 penalty to all Omega Tech charges. Gooey Critical (Level 2 or 6): When score you critical hit you deal 1d10 extra damage on that attack and the target is immobilized (save ends).
Goo On Face (Goo Novice) You squirt a burst of goo onto an opponent's face, blinding him/her/it temporarily. At-Will Bio, Physical Standard ActionRanged 5 Target: One creature. Attack: Constitution + your level vs. Reflex. Hit: 1d8 + Constitution modifier + twice your level physical damage, and the target is blinded until the end of your next turn.
Slippery Escape (Goo Utility)
Encounter • Bio, Physical When attacked you have the annoying habit of slipping away. Immediate InterruptPersonal Trigger: An attack is made against you. Effect: After the attack resolves you may shift a number squares equal your speed + 2.
Smother (Goo Expert) You haven't lived until you've been death-hugged by a living puddle. Encounter • Bio, Physical Standard ActionMelee 1 Attack: Constitution + your level vs. Fortitude Hit: Enemy takes 8 ongoing physical damage and is unconscious (Save Ends on both) as long as you are adjacent to the target.
Sharkoid -- By Badu7777 Jaws with feet and lungs. Mutant Type: Dexterity; Bio; +2 to Bio overcharge. Skill Bonus (Level 1): Gain a +4 to Nature checks. Aquatic (Level 1): Can breathe underwater, while under water you gain a +1 to attack and +2 Reflex defense, you may also swim a number of squares equal to your speed + 2. Sharky Critical (Level 2 or 6): When you score a critical hit you deal 1d10 extra damage on that attack and the target is restrained until the end of your next turn.
Relentless Bite (Sharkoid Novice) You bite your victim, restraining them, making it helpless to your ongoing attacks. At-Will Bio, Physical Standard ActionMelee: 1 Target: One creature. Attack: Dexterity + your level +2 vs. AC. Hit: 2d6 + Dexterity modifier + twice your level physical damage, and the target is restrained (save ends), If the character is more than 1 square away from the target, the target is no longer restrained.
Wound Healing (Sharkoid Utility) Sharks' wounds heal remarkably quickly. Encounter • Bio, Healing Immediate InterruptPersonal Trigger: When Bloodied. Effect: At the start of every other turn you regain 5 hit points.
Bite, Chew and Swallow (Sharkoid Expert) Sharks just want to have lunch. At Will • Bio, Physical Standard ActionMelee 1 Target: One restrained creature. Attack: Dexterity + your level vs. AC Hit: 2d12 + Dexterity Modifier + twice your level physical damage.