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Flag moosekickedmysisterstoof January 23, 2011 11:40 AM PST
As the father of a lapine son, I love the rabbit origin.
I was a little surprised you went with Str instead of Dex though.

Also, I have a few possible ideas for new origins but I'm not entirely sure how to go about making them:

Hemokinetic: Blood control. Either Wis or Cha-based. Powers would consist of being able to close up wounds and heal your allies, but also maybe some blood-draining or poisonous blood attacks. I'm open to suggestions.

Nessie: Bigfoot is represented in GW, so I figure the lake monster deserves a place there too. Probably Con-based. Maybe saurian will cover Nessie, but I doubt they will have a swim speed. One of Nessie's powers should be a melee 2 either bite or headbutt, utilizing that lengthy neck for striking enemies with reach.

Equine: I've just been thinking about horses lately. Str-based. NOT a centaur. I like the idea of a man-horse riding a giant, quadrapedal human. It's creepy.

I would love some help on these.

Fanks.

Flag Oraibi January 23, 2011 3:30 PM PST
I did Str for rabbits because (a) hoops in Gamma World are clearly strength based, and (b) Gamma World rabbits in general seem to be big strong things instead of little agile things.
Flag FoigOfWar January 23, 2011 8:32 PM PST
Between the 42 origins that have been published, the wonderful selecting here, and a few I've come up with on my own, we've been rolling on a d% chart for origins.  I figured I should share a few.  Tell me what you think!



BAD MOFO
Some 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 TRAITS
Mutant 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
1
Target
: One creature
Attack
: Constitution + your level vs. Fortitude
Hit
: 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                                                                                 Personal
Trigger
: 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
Weapon
Target
: One creature
Attack
: Constitution+ Accuracy + your level vs. Reflex
Hit
: 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.

Flag Chandrak January 24, 2011 3:00 AM PST

Jan 21, 2011 -- 7:38PM, Oraibi wrote:

I didn't make any origin cards, you must have me confused with someone else! (e.g. AH_Anarchy)




err your origin sheets ;P

Flag Chandrak January 24, 2011 3:04 AM PST
I like the Hemokinetic idea. I was also thinking about a Blue Mage type origin. Might post those tonight, I'm feeling creative


. . . and it looks like we might have enough for a new pdf too, shortly. Nice! With this next one, I'll make a big alphabetized compilation with everything, and a comprehensive chart. 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?

Also, I could use someone who has a full copy of MSOffice2010. I need the first compilation's text reformatted into something OpenOffice will read without totally screwing up the spacing. (Just opening the file in OpenOffice's conversion screws up the formating something bad) That way I can fix fonts and then copy/paste things together without needing to do much retyping. (The first compilation was done with MSWord's beta, the other with OpenOffice cause the beta ran out.)
Flag Chandrak January 24, 2011 3:42 AM PST
Hemokinetic

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, Poison
Standard Action     Ranged 10
Target: One creature
Attack: Charisma + your level vs. Fort
Hit: 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 • Dark
Move 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 3
Target: Each enemy in burst
Attack: Charisma + your level vs. Fort
Hit: 1d6 + Wisdom modifier + your level psychic damage.


Effect: You gain temporary hit points equal to the total damage dealt.

Flag Chandrak January 24, 2011 4:07 AM PST

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, Variable
Move Action     Close burst 5
Target: One creature
Attack: Charisma + your level vs. Fort
Hit: 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 • Dark
Immediate 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 5
Target: One creature in burst
Attack: Charisma + your level vs. Fort
Hit: 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.


 

Flag FoigOfWar January 24, 2011 7:00 AM PST

Jan 24, 2011 -- 3:04AM, Chandrak wrote:

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 have 100 origins I use, and I just included them as regular options on mine- I figured that was closest to mathematically the same I could come up with. 

However, if you're always rolling origins in blocks of 20, then you could come up with a "specials table" for anytime a duplicate d20 roll occurs.  It wouldn't have a lot of entries (d4? d6?) but it won't need them.

As for the MSOffice, I'm your huckleberry.  PM me to let me know exactly what you want done.

Flag ChaoticGood January 24, 2011 6:51 PM PST
I like Hemokinetic a lot, but it occurs to me that it ought to be a Bio origin.
Flag Chandrak January 24, 2011 7:48 PM PST

Jan 24, 2011 -- 6:51PM, ChaoticGood wrote:

I like Hemokinetic a lot, but it occurs to me that it ought to be a Bio origin.




I thought about that, but typically Bio origins are like mutations of your body, like wings, tentacles, etc, or species origins, which something that uses Psionics or Magic to control a substance generally never fall under. I originally was gonna just call it Blood Mage, but that has the connotation of Evil, which I wasn't going for for this, and we have so many psi origins that control elements I didnt want to lump it in with them.

Flag CrimsonLyre January 25, 2011 11:32 AM PST
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.
Flag Chandrak January 25, 2011 3:06 PM PST

Jan 25, 2011 -- 11:32AM, CrimsonLyre wrote:

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.




You raise some excelent points, sir. I can't believe I never thought about the fact that almost all vs AC attacks are weapons and should have prof bonus to balance em out. And that if they dont, it needs a small bonus worked in. (I also notice that in a few other origins others did not overlook this!) Normally I'm on the ball for such things - both myself and the other guy who I DM with/for in our group frequent the CharOps here, so I should know these things :P

Since I'm gonna have a new large compilation file coming out fairly soon, I'll make a note of it along with one or two other errata's that need putting in (Like theres one power someone mentioned I put the wrong action type on).

Flag Jubjubbird January 26, 2011 3:58 AM PST
Just a quick question, arent we up for the next compilation pdf yet?
Flag Chandrak January 26, 2011 11:31 AM PST
I skimmed back through the last several pages since I updated the uncompiled listing - I didnt do an exact count, but looks like we're ready. Might be short 1 or two, but hey i can always whip up an origin or two - i think theres some suggestions floating around that hadnt gotten done.

Oh, and we're really close to having a classes-as-origins pdf as well. I think we're up to, what, 16 or so for that, so if people want to take a shot at a few more of those over the next few days while I make the new compilation, I can put those in on the end *Heres hoping Bolare posts some more of his origins - I liked those.


Edit: I also see there's a few origins I'd said I'd take a look at, and never had a chance to, like Bolare's interested pet-based origin, and the Doppleganger/Lover/etc group. I'll be taking a look at these.

Final Counts: 17 Classes-As-Origins, 16 Regular Origins (with 4 more needed checking/rebalance).

That superhero GW group I had wants to start up a regular 4E game (with occasional GW fun mixed in, of course), so I've got some work to do to pre since some of them havent played full 4e before, so going through things might take a week. I *think* ive done the prep I've needed to this week, but you know how it is. . . always something is forgotten til last minute. But I'll get to work on this as fast as I can

I'll start off with a suggestion for:

Bad Mofo - I recommend we try to keep the flavor text clean, so maybe just change the name to "Brute" or "Brutish" or something? Also, doing so would make it easilly placeable in both the Classes and Normal origin lists - As a sort of thug class in the former, and simply a big strong thing in the latter. The balance seemed pretty good.
Flag Chandrak January 26, 2011 12:10 PM PST
Displacer:
1. Each origin should only have one critical hit option, choosable at both level 2 and 6.
2. Helping hand needs to be clearer - if you can just wield an extra weapon, thats fine. If it lets you make an extra attack each round, that needs to be changed then.
3. The novice power deals almost its entire damage on a miss. You should probably either drastically reduce that (say, just dex mod), or drop it entirely and add grabbed as an effect to the hit or something.
4. Utility and Expert powers seem pretty good now

Lepidoptoid. . . hahaha, is that seriously a Mothra origin, complete with that pollen power? I like.
1. Same as displacer, has 2 critical powers.
2. Novice and utility powers could use some buffing. Expert is pretty good, as long as you buff the novice.

Lover
As I mentioned before, the concept is interesting, but the healing potential needs to be toned way down. Since surges do not exist in gamma world, there is no 'cost' to healing, and no way to run out, so any origin that heals needs to either have encounter power heals, or very small healing amounts.

Hater
1. Greed as an ability is good in concept, but you should make it a flat amount, on par with other damage Auras (i.e. Pyrokinetic). That, or maybe give them a save at the start of thier turn to avoid the ongoing damage.
2. Novice power could use some buffing. Either up the damage a bunch, or add an effect of some kind.
Flag Chandrak January 31, 2011 9:15 PM PST
First post has been updated with new info again. I seem to be having some cache issues or something, namely that I cant edit, preview, edit, preview, post. . . and then edit some more - it gets confused when i try to edit again after posting. I will have a help wanted section up soon hopefully, to advertise that I'd love to have some people with artistic talent do some origin cards to go with AH-Anarchy's ones
Flag Chandrak January 31, 2011 9:22 PM PST
Oh, and also. . . anyone know how to change the title of a thread? Is it even possible on these forums?
Flag Chandrak January 31, 2011 9:49 PM PST
Here's a few origin ideas that came to me while I was working on updates. It came to me that 3.5e templates are great sources of inspiration for things like mutations, so I went through a list I had. Feel free to take a shot at any I haven't posted yet

Tauric - like the old 3.5e template. A Centaur/Wemic/Dracotaur type origin.
Horrid - Another template-based idea, this one was sort of like a Dire creature on steroids.
Voidmind - A sort of controller-ish origin that negates attacks whose name is stolen from Genasi.
Clockwork - because who doesn't like steampunk?
Chimeric - A 'special' option like PSH, EngH, and Clone that lets you choose powers from multiple origins.
Magma Hurler - A blend of Siesmic and Pyrokinetic, with molten rock powers.
Half-Golem - You've had one or more body parts supplimented by technology/magic
Dustform - A sand or dustbased origin inspired by Superhero genres. Generic powers like Ratswarm for maximum combination fun
Warbeast - An unusual origin, meant for beastial / partially intelligent creatures.
Flag Chandrak January 31, 2011 10:51 PM PST

Dec 23, 2010 -- 7:52AM, GlimmTheGnome wrote:

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

Flag Chandrak February 1, 2011 12:21 AM PST
Heh wow ok... so I made Tauric from scratch, only to discover that its powers were almost identical to the Hoofed origin. Tauric is pretty generic though, and could be used for just about any kind of creature, not just Centuars, and not just hoofed creatures.

Oh well, so much for my own advice about not duplicating similar origins. Maybe someone can offer som suggestions as to how to change it up a bit to make it different (other than the features). Here's the current form, anyway:

Tauric Show

You hail from a universe where quadrupeds with humanoid torsos were the dominant body form.

Mutant Type: Con; Bio; +2 to bio overcharge.
Skill Bonus (Level 1): Gain a +4 to Athletics checks.
Defense Bonus (Level 1): Gain a +2 bonus to Fortitude.
Built Like A Truck (Level 1): You are treated as being mounted as all times, as if you were riding a mount from the Legion of Gold rules. You gain the benefits of both rider and mount from feats.
Tauric Critical (Level 2 or 6): When you score a critical hit, the attack deals an additional +1d10 damage, and the target is knocked prone and weakened (save ends both)

Kick (Tauric Novice)   
Flavor Text Needed
At-Will • Bio, Physical
Standard Action     Melee 1
Target: One creature
Attack: Constitution + your level vs. Reflex
Hit: 1d8 + twice your level physical damage, and the target is knocked prone.

Quick Dash (Tauric Utility)
Flavor Text Needed
Encounter • Bio
Minor Action        Personal
Effect:  Until the start of your next turn, your speed increases by two.

Trample (Tauric Expert)
Flavor Text Needed
Encounter • Bio
Standard Action     Personal
Effect: Move your speed. During the move you may pass through enemy squares without provoking attacks of opportunity. You may use the Kick power as a free action against each enemy whose space you enter, but you may only kick each target once.
Flag GlimmTheGnome February 1, 2011 5:35 PM PST

Jan 31, 2011 -- 10:51PM, Chandrak wrote:

Dec 23, 2010 -- 7:52AM, GlimmTheGnome wrote:

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




Yeah, you can definitely include them. I just posted the Protector yesterday, and was meaning to post here with a link to it. I'm also planning to get a Ravager origin up later this week.

For those who haven't seen it yet, the Protector is available here: glimmthegnome.wordpress.com/2011/01/31/a... 

Flag GlimmTheGnome February 4, 2011 1:39 PM PST

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.  

Flag Oraibi February 5, 2011 12:53 AM PST
Following up on my idea from my housemate earlier tonight, here's the Animated origin:


Download the Animated origin here!

Flag Billdownawell February 5, 2011 2:21 AM PST

Feb 5, 2011 -- 12:53AM, Oraibi wrote:

Following up on my idea from my housemate earlier tonight, here's the Animated origin:


Download the Animated origin here!





Amazing!

 

Flag Chandrak February 5, 2011 1:38 PM PST

Feb 5, 2011 -- 12:53AM, Oraibi wrote:

Following up on my idea from my housemate earlier tonight, here's the Animated origin:


Download the Animated origin here!




Hahaha, that's fantastic. The anvil is is pretty strong, but not overly so. I love it

Flag Crank99 February 6, 2011 6:46 PM PST

Feb 5, 2011 -- 12:53AM, Oraibi wrote:

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.

Flag ChaoticGood February 6, 2011 10:05 PM PST
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.
Flag Oraibi February 8, 2011 1:28 AM PST

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.


EXPERT


You're the best there is at what you do.


Other people have luck. You have skill. Or rather, skills – more of them than the average inhabitant of Gamma Terra, that's for sure. You could be a beast-riding bounty hunter, a spice-trading naturalist, a storytelling mad scientist, or a marauding soldier of fortune. What you do doesn't matter as much as how well you do it – and there are none who do it better than you.

Download the Expert Origin now!

Flag Oraibi February 8, 2011 1:31 AM PST
I fixed a mistake (attacking vs. Reflex in the at-will, was supposed to be against AC) in the Animated origin; download a fixed copy of the PDF from here:

boldpueblo.com/downloads/gammaworld/GW-o...
Flag GlimmTheGnome February 9, 2011 6:15 PM PST

Feb 6, 2011 -- 10:05PM, ChaoticGood wrote:

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.




I'm glad you're enjoying them and looking forward to hearing how they work out for you.

Flag dodonna27 February 10, 2011 10:07 AM PST
Here's my first attempt at a custom origin. Critiques welcomed!

The inspiration here was the number of brilliant mathematicians we have in my hometown; I wanted to create something akin to the boy on "No Ordinary Family" who sees everything in terms of equations and angles, or the female villain on "The Cape" who could instantly suss out how to cause a potentially lethal chain reaction. (She rolled a quarter across the floor, setting off a series of events which culminated in a crashing chandelier.) And, of course, the name is inspired by the Mathemagician from "The Phantom Tollbooth."

See below the entry for my notes and questions.


MATHEMAGIC


You see how it all adds up.


Descriptive text goes here. Blah blah blah blah.


Appearance: Blah, blah, blah.


Mathemagic Traits


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.


Mathemagic Powers


KNOW THE ANGLES


MATHEMAGIC NOVICE


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


MATHEMAGIC UTILITY


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.


PROBABILITY SHUNT


MATHEMAGIC EXPERT


Your calculations change reality itself.


Encounter Psi


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.


 

Notes


Tried very hard to find the balance. "Never Tell Me the Odds" obviously gives the player a 1-in-20 chance of a reroll, but I felt that the fact it was a forced reroll might offset that a little, given that there may be times the player would welcome an Alpha Flux.

As an At-Will, "Know the Angles" might be too much. Here, I was hoping that making it a non-damaging attack would help; the character is trading an opportunity to cause damage for the possibility of allow his allies to pummel the target.

"Probability Shunt" is weird, and I'm not sure how best to explain it. The trigger is the d20 roll itself. The power is potentially much more potent than that of the Hypercognitive Expert, so I though that it might help if the character had to make an attack roll to affect an ally, as unusual as that is. (I was also considering the possibility that a character might want to deliberately screw over an ally in some sort of Cryptic Alliance-related incident.) Should it be a close burst, or a ranged attack? 
Flag dodonna27 February 11, 2011 9:36 AM PST
I should point out that I am not myself a Mathemagician, and I don't know how the math works on these powers. I just made my best guesses based on what's in the rulebooks. 

I'd really appreciate comments or criticisms. I'm dabbling in creating original GW content, and want to know if I'm on the right track.

(Oh, and sorry for the awful formatting in my earlier post. It didn't look like that when I composed it!) 
Flag Cazra February 11, 2011 3:25 PM PST
"Division by Zero" or "Subtract head from shoulders" would be fun names for math powers.
Flag Jubjubbird February 14, 2011 12:38 PM PST
No new pdf compilation yet?
Flag Chandrak February 14, 2011 3:12 PM PST
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
Flag dodonna27 February 15, 2011 8:32 AM PST
Here's a slightly revised version of my Mathemagic origin, now in handy .pdf form. (I imitated Oraibi's format, as I like that particular presentation.)

Download the Mathemagic origin
Flag Jubjubbird February 15, 2011 8:56 AM PST

Feb 14, 2011 -- 3:12PM, Chandrak wrote:

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




Oh sorry Embarassed 

I'll wait patiently... 

Flag Alana_Bloodwright February 15, 2011 6:56 PM PST
Is it just me or is the Serpentine origin missing from PDF 2?
Flag ChaoticGood February 17, 2011 9:19 PM PST
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!

Note: Text in quotes is actual text from the game and copyright Asymmetric Publications, LLC.

"The Seal Clubber" Show


SEAL CLUBBER 


"Seal Clubbers hail from the frigid Northlands, because one character  class always hails from the frigid Northlands."

Appearance: You are burly and masculine (even if you are female) and enjoy wearing clothes made of the hides of your enemies. Naturally, your loincloth is cut just right to show off your awesome six-pack abs!

Seal Clubber Traits
Mutant Type: Strength, Bio; +2 to bio overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Athletics checks.
Northern Exposure (Level 1): Gain a Resist cold 15.
Double-Fisted Skull-Smashing (Level 1): You may choose to wield two 1-handed melee weapons instead of a weapon and a shield and make one basic attack with each weapon as a standard action.
Seal Clubber Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage. If the attack was a melee attack, you can make a basic melee attack against a second target as a free action.

SEAL CLUBBER POWERS

Thrust-Smack (Novice)

Put your back into it!

At-Will
Bio, Weapon
Standard Action     Melee
+1
Target:
One enemy
Attack:
Strength + your level + weapon accuracy vs. AC
Hit:
1[W] + Strength modifer + your level damage. If you are wielding a two-handed melee weapon, this damage is doubled and you may push the target a number of squares up to your Strength modifier.

Musk of the Moose (Utility)

"You grunt and strain until moose musk oozes out of all of your pores. Yuck."
Encounter
Bio
Standard Action     Close
burst 5
Target:
Up to 3 enemies within the burst.
Effect:
Pull each enemy up to 3 squares.  Each target takes a -2 penalty to attacks that do not include you as a target until the beginning of your next turn.

Lunging Thrust-Smack (Expert)

"This is a thrust-smack with a lunge added to it for good measure."

Encounter
Bio, Weapon
Standard Action     Melee
+2
Target:
One enemy
Attack:
Strength + your level + weapon accuracy vs. AC
Hit:
2[W] + Strength modifer + your level damage. If you are wielding a two-handed melee weapon, this damage is doubled and the target is knocked prone.
Miss:
1[W] + Strength modifer + your level damage.

"The Turtle Tamer" Show


TURTLE TAMER


"The Turtle Tamer's mystical connection  with his terrapin brethren imbues him with great power. He excels at  moving very slowly and winning footraces with smug satisfaction."

Appearance: You are always accompanied by one or more turtle-y friends, who serve you faithfully as helmets, knee and shoulder pads, and sometimes even shields.

Turtle Tamer Traits

Mutant Type: Constitution, Bio; +2 to bio overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Nature checks.
Reptilian Fortitude (Level 1): Gain a +2 bonus to Fortitude.
Tao of the Terrapin (Level 1): You take a -1 penalty to movement. Whenever you equip armor or a shield, each one grants an additional +1 AC.
Turtle Tamer Critical (Level 2 or 6): When  you score a critical hit, the attack deals 1d10 extra damage, and the target is slowed (save ends).

TURTLE TAMER POWERS

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, Weapon
Standard Action     Melee

Requirement:
You must have a shield equipped.
Target:
One enemy
Attack:
Constitution + your level vs. Reflex
Hit:
1d8 + Wisdom modifer + your level physical damage, and the target grants combat advantage until the end of your next turn.


Cold-Blooded Fearlessness (Utility)
"Ever wonder why turtles never run? It's because they're not afraid of anything, man."
Encounter Bio
Minor Action     Melee 1
Target: You or one ally.
Effect: The target makes a saving throw against any one effect with a bonus equal to your Constitution modifier.

Summon Leviatuga (Expert)

"You've learned to call upon Leviatuga, the Great Turtle of the Deep.  He'll heed your call, and bite your enemies with his ancient, powerful  jaws."
Encounter Bio, Necrotic
Standard Action     Ranged 5
Target: One enemy
Attack: Constitution + your level vs. Reflex
Hit: 3d8 + Constitution modifer + your level necrotic damage. The target is slowed (save ends).
Miss: The target is slowed (save ends).


"The Pastamancer" Show


PASTAMANCER


With mastery of the arcane secrets of Noodlecraft, the  Pastamancer is a force to be reckoned with. Uh... With which to be reckoned.

Appearance: You are lean and starchy, and tend to cling to walls.
Pastamancer Traits
Mutant Type: 
Intelligence, Dark; +2 to dark overcharge.
Skill Bonus (Level 1):
Gain a +4 bonus to Acrobatics checks.
Springy Fusilli (Level 1): Gain a +2 bonus to Initiative.
The Flavour of Magic (Level 1):
Whenever your Cannelloni Cannon or Stuffed Mortar Shell powers target an enemy that is vulnerable to a damage type, you may choose to have the power deal damage of a type to which the target is vulnerable rather than the power's normal damage. If you do so, the power loses the Force keyword and gains the keyword appropriate to the new damage type.
Pastamancer Critical (Level 2 or 6):
When  you score a critical hit, the attack deals 1d10 extra damage, and the target is restrained until the end of your next turn.

PASTAMANCER POWERS


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, Force
Standard Action     Ranged
10
Target:
One enemy
Attack:
Intelligence + your level vs. Fortitude
Hit:
1d8 + Intelligence + twice your level force damage.


Entangling Noodles (Utility)
"You conjure up a mass of sticky noodles to entangle your opponent."
Encounter Dark, Zone
Standard Action     Close blast 3
Effect: The blast creates a zone of entangling noodles which lasts until the end of your next turn. Each square within the zone counts as difficult terrain, and enemies that start their turn within the zone are restrained.

Stuffed Mortar Shell (Expert)
"This bomb bursting in air will give proof through the night that your foe has suffered some serious trauma."
Encounter Dark, Force
Standard Action     Burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence + your level vs. Fortitude
Hit: 2d8 + Intelligence + twice your level force damage.
Miss: Half damage.


"The Sauceror" Show


SAUCEROR


"Long engaged in an uneasy truce with the Pastamancers, the guild of   Saucerors protects the secrets of the Ancient Brotherhood of   Gravymakers."

Appearance: You are saucier than the average chef-mage, and your clothing is often splattered with tell-tale blobs of the many gravies and dressings you have mastered.

Sauceror Traits
Mutant Type: Wisdom, Dark; +2 to dark overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Science checks.
Expert Panhandling (Level 1): You gain a +4 bonus to Interaction checks made to barter or haggle over the price of trade goods.
Elemental Saucesphere (Level 1): You gain Resist 5 Acid, Cold, Fire, Necrotic, and Radiation.
Sauceror Critical (Level 2 or 6): When you score a  critical hit, the attack deals 1d10 extra damage, and you gain 1d10 temporary hit points.

SAUCEROR POWERS
Stream of Sauce (Novice)

You reach deep into the Cosmic Sauce and draw forth a seemingly endless stream!
At-Will
Dark, Cold or Fire
Standard Action     Ranged 10
Target:
One enemy
Attack:
Wisdom + your level vs. Reflex
Hit:
1d8 + Intelligence modifer + your level damage, and ongoing 5 damage. If your attack roll was an odd number, the damage dealt by this attack is cold damage; otherwise, it is fire damage.

Jabanero Saucesphere (Utility)

You manifest a thick coating of invigoratingly spicy sauces.
Encounter
Dark, Healing
Immediate Interrupt     Personal

Trigger:
You are hit by an attack which deals damage to you.
Effect:
Until the end of the encounter, whenever you hit with a power that deals ongoing damage, you also gain hit points equal to your Wisdom modifier.

Saucegeyser (Expert)

"Few foes can withstand the savage combination of  beating and drowning that this spell delivers."
Encounter
Dark, Cold or Fire
Standard Action     Burst 1 within 10
Target:
Each enemy in the burst
Attack:
Intelligence + your level vs. Reflex
Hit:
2d8 + Intelligence modifer + your level damage, and ongoing 15 damage.  If your attack roll was an odd number, the damage dealt by this attack  is cold damage; otherwise, it is fire damage.


"The Disco Bandit" Show


DISCO BANDIT


"The Disco Bandit boogies to and fro, hither and yon. Whence come you? No  man knows. Whither strike you next? All men live in fear of  your  Moxie."

Appearance: With a heart of polyester and moves that make the ladies swoon, you are a disco-dancing superstar from a simpler, sexier time. Ohhh, yeahhh.

Disco Bandit Traits
Mutant Type: Dexterity, Psi; +2 to psi overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Interaction checks.
Smooth Movement (Level 1): You gain a +2 bonus to Reflex.
Disco Power Nap (Level 1): When you use a second wind, you gain a +2 bonus to attack rolls in addition to the normal benefits.
Disco Bandit Critical (Level 2 or 6): When you score a  critical hit, the attack deals 1d10 extra damage, and the target is blinded (save ends).

DISCO BANDIT POWERS
Disco Eye Poke (Novice)

"In the course of your disco dancing, you can poke your opponent in the eye (or eye analogue)."

At-Will Psi, Physical
Standard Action     Melee
Target:
One enemy
Effect: Shift 2 squares before or after this attack.
Attack: Dexterity + your level vs. Fortitude
Hit:
1d6 + Dexterity modifer + your level damage, and the target is blinded until the end of your next turn.

Overdeveloped Sense of Self-Preservation (Utility)

You look out for Number One, baby!
Encounter
Psi
Immediate Reaction     Personal

Trigger:
You are adjacent to two or more enemies.
Effect:
Shift your speed.

Disco Face Stab (Expert)

And then, BAM! Right in the face!
Encounter
Psi, Physical, Weapon
Standard Action     Melee or Ranged
Target:
One enemy
Attack:
Dexterity + your level vs. Fortitude
Hit:
2[W] + Dexterity modifer + your level damage, and the target takes ongoing 5 physical damage. If the target is blinded, the ongoing damages increases to 15 physical.


"The Accordion Thief" Show


ACCORDION THIEF


"The scourge of mariachis and polka bands, the Accordion Thieves have  plied their malign craft since time out of mind."

Appearance: You might be a spangled-sombrero mariachi mafioso, a lederhosen-cladden polka perpetrator, or a retired Eastern European zydeco enthusiast. No matter where you are or what you're up to, you're never far from your trusty accordion.

Accordion Thief Traits
Mutant Type: Charisma, Psi; +2 to psi overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Stealth checks.
Moxie of the Mariachi (Level 1): You start play with an accordion in addition to your normal starting gear. You may equip the accordion as a two-handed light ranged weapon which deals sonic damage. While you have an accordion equipped, you gain a +2 to Interaction checks.
Phat Leon's Phat Loot Lyric (Level 1): When you draw an Omega Tech card, draw two cards from the same deck. Choose one of these cards to keep, and discard the other one.
Disco Bandit Critical (Level 2 or 6): When you score a  critical hit, the attack deals 1d10 extra damage, and you may immediately roll once on the Ancient Junk table.

ACCORDION THIEF POWERS
Power Ballad of the Arrowsmith (Novice)

You play a killer solo on your accordion.

At-Will Psi, Sonic, Weapon
Standard Action     Ranged
Requirement:
You must have an accordion equipped.
Target:
One enemy
Effect: You gain a +2 bonus to Fortitude until the beginning of your next turn.
Attack: Charisma + your level vs. Fortitude
Hit:
[W] + Charisma modifer + your level damage and the target is dazed.

Sonata of Sneakiness (Utility)

"Hearing this song will imbue the listener with astounding obfuscative  abilities."
Encounter
Psi
Immediate Reaction     Personal

Trigger:
You roll for Initiative.
Effect:
Make a Stealth check as a free action. You do need to have superior cover or total concealment for this check. Until the end of your next turn, enemies can not target you.

****es' Symphony of Destruction (Expert)

"This horrible song will make whoever hears it very angry."
Encounter Psi, Sonic, Weapon
Standard Action     Ranged
Requirement:
You must have an accordion equipped.
Target:
One enemy
Effect: Until the beginning of your next turn, whenever an ally hits the target, that attack gains a bonus to damage equal to your Charisma modifier.
Attack: Charisma + your level vs. Will
Hit:
2[W] + Charisma modifer + your level 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, deal
double damage.

Flag Cazra February 17, 2011 11:18 PM PST
LIKE.

Some comments:
-The Seal Clubber's Thrust-smack power seems weak compared to just making two melee basic attacks with Doublefisted skullsmashing. Perhaps add some sort of muscle-related side-effect?
-Does the speed penalty for Tao of the terrapin stack if you wear both armor and a shield?
-I'm confused about your decision for the Pastamancer to be a Con-based origin. I'd imagine that a mysticality class would use a mental ability score as their primary stat. Also, the damage modifier (Wis) for Stuffed Mortar Shell is inconsistent with its attack modifier (Con).

I look forward to your implementations of the other KoL classes!
Flag ChaoticGood February 18, 2011 9:50 PM PST
Seal-Clubber: The main idea there is that you get the +1 melee reach, and double damage if you go with a two-handed weapon. I agree that it is a little on the weak side, though.

Turtle Tamer: No. The speed penalty applies even you aren't wearing armor at all. (It's not a KoL rules-based thing; I just wanted to tie in that "really good at being slow" line in the intro.)

Pastamancer: I wanted each class to have a different base stat. I was already using Wisdom for Turtle Tamer and Charisma for Disco Bandit, so that only left Intelligence for the Mysticality classes. From there, I reasoned that Pastamancers should be starchy and rigid and summon tough, physical noodles, and... yeah. It's weak reasoning, but I couldn't talk myself out of keeping Wisdom as the Turtle Tamer stat. If you use these Origins and want to switch the two prime stats for TT and PM, I certainly would not cry foul.

[Edit: I've gone and switched the primary stats around.]

Oh, and the inconsistency was a cut and paste error.

Update: All 6 class origins are now posted!
Flag ChaoticGood February 22, 2011 5:39 PM PST
This was on the second page, and I'd really like to get some feedback, so my apologies all around, but...

Flag Tony_Vargas February 24, 2011 10:32 AM PST

Feb 15, 2011 -- 6:56PM, Alana_Bloodwright wrote:

Is it just me or is the Serpentine origin missing from PDF 2?


It might be under a different name - I changed the name several times after initially writing it...

Flag Chandrak February 25, 2011 12:58 AM PST
Umm, wow. I cant believe nobody ever noticed that. Serpentine is indeed missing. There's 20 origins in the pdf, but one if Extraterrestrial, which was included as an optional variant. I guess when counting up to make sure I did them all, I didnt even notice, and nobody pointed it out :P Which is kinda amusing, because tony is still credited for it in the pdf.

Good thing someone pointed it out before i finished this next pdf. Ill add it next time i can work on this.

I really need a proofreader ;P



As a side note... I am very, very sick with flu this week, and have been mostly bedridden since sunday. It would be a huge help for me if someone could go through and copy/paste posts with the class-like origins and send it to me as a basic text file or something. Thatd save me some time, and all id need to do is the formatting.
Flag Kelvor_Ravenstar March 1, 2011 2:11 PM PST
For those with plenty of experience making these origins, have any of you figured out guidelines for what a standard level of power is for each ability level?
I'm working on about 9 new origins for my game, and I'm having trouble figuring out how far each Utility and Expert power should go. About what level powers do you think they would be equivalent to in D&D 4e?
I think the best I can do is reverse engineer the origins to figure out average damage or the spread of power between origins. 
Flag Tony_Vargas March 2, 2011 5:55 PM PST
I kinda do it by feel.  Gamma World isn't as balanced as 4e, it errs on the side of mayhem.  But you get a general idea of what's what by becoming familiar with the existing origins.

For at-wills, they should be noticeably better than D&D at-wills, for the most part.  In general, if they hit multiple targets and have fun riders, they do a d6.  If they put a rider on just one target, they do a d8, or weapon damage.  If they just hit hard, they do d10 to 2d8 damage.

Utilities... I guess about equivalent to a high Heroic utility in D&D?  Messing with the way cards or drawn, a teeny bit of healing, saves, and movement effects are all suitable things to do with a utility.

Expert powers should be comparable to D&D dailies, IMHO.  Two or three times the dice of a basic attack +2*level damage, for starters.  Miss or Effect lines aren't unreasonable.



The spread in power among existing origins is pretty broad.  There are origins with a not-too-special-seeming Novice Power, that's 1/encounter and others with crazy-powerful ones that are at will (even a minor action, in one case).  There's a lot of us who just push novice powers into some kind of more consistent 'box' - I generally go with all Novice Powers are at-will & standard actions. 

Flag Chandrak March 4, 2011 6:49 AM PST
Minor News update: Finally mostly over the flu, but sick enough to not have any responsibilities yet, so taking today to work on the compilation. The first 2 compilations have been gone over/typed up, Serpentine is added, and I'm now finally working on enitrely new stuff. I'll be doing that all today, and thanks to Tony sending me a text of his class-based origins, I'll have a leg up on those as well. So should make some major progress today. I'll keep people updated as I go along
Flag FlashbackJon March 4, 2011 7:46 AM PST

Feb 17, 2011 -- 9:19PM, ChaoticGood wrote:

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, deal
double damage.



Effin' nice.  Oh, KoL, how I loved you.  

Flag Jubjubbird March 4, 2011 3:43 PM PST
Great Chandrak! :D 
Flag Chandrak March 4, 2011 5:49 PM PST
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).

1. Vampire - RPJesus
2. Chelonian - RPJesus
3. Koopa Troopa - Dudesock
4. Infected - Deadworld
5. Fey - Tony_Vargas
6. Invisible - ChaoticGood
7. Puppeteer - Chandrak
8. Tyrannosaur - Glimmthegnome
9. Rabbit - Oraibi
10, Solar - Sol_Lich
11. Ocular - Oraibi
12. Toxin - Sol_Lich
13. Brute - Foigofwar
14. Hemokinetic - Chandrak
15 Blue Mage - Chandrak
16 Tauric - Chandrak
17 Animated - Oraibe
Flag dodonna27 March 4, 2011 9:28 PM PST

Mar 4, 2011 -- 5:49PM, Chandrak wrote:

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




There's also the "Mathemagic" origin that I posted a couple of weeks ago (see page 24 of this thread, or go to http://thiel-a-vision.com/downloads/gw-origin-mathemagic.pdf).

Flag Jubjubbird March 5, 2011 12:05 PM PST

Mar 4, 2011 -- 5:49PM, Chandrak wrote:

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).




Can't we edit those few ourselves if the outhor doesn't?

Flag Oraibi March 6, 2011 12:55 AM PST
Did you get my Expert origin? (It's more in like with the "skilled" / "profession" origins, mind you.)

All of mine are here: boldpueblo.com/dazed/tag/origins/

I keep threatening a Muppet origin but I probably won't do that one after all.

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!)

Flag Tony_Vargas March 6, 2011 2:04 AM PST

"Shadoweaver" Show


Shadoweaver 



You don't control light, exactly.  You don't control or generate darkness, exactly.  But the interplay of light and darkness - shadow - that's your plaything.   As long as you're not in total darkness or circumradiant light, the shadows are yours to command.

Appearance:   You may be fearsome or magnetic, depending on your personality.  You tend to favor dark clothes, and may be very dark (or pale) yourself.  Or maybe you just look that way as the shadows you love flock about you.
                                  
Mutant Type: CHA; Dark; +2 to Dark overcharge. 
Shadowrap (Level 1): Gain a +4 to Stealth and Perception checks.  Unless you are in an area completely devoid of shadows, you have concealment at all times.
Shadoward (Level 1): Gain a +1 to AC, REF and WILL.  
Shadoweave (Level 1):  You can control the shape and movement of shadows within 5 squares of you.  It can be fun or kinda creepy, and is generally no more difficult than speaking (Free Action).  You can also, as a minor action, either eliminate concealment due to dim light or shadows in a square, or render a square completely dark by flooding it with shadows.  The effects last until the end of your next turn, though you can renew them on your turn if you wish.
Shadowrack Critical (Level 2 or 6): When you score a critical hit, you inflict 1d6 extra force & necrotic damage with that attack, and you gain total concealment from the target until the end of your next turn.

Shadoweapon (Shadoweaver Novice)

You strike at an opponent's shadow with the shadow cast by our own weapon. 
At-Will • Dark, Weapon
Standard Action                     Melee weapon
Target:  One creature.
Attack:  CHA + Acc + level vs REF
Hit:  1[W] + CHA + level.  

Shadowalk (Shadoweaver Utility)

You step into a shadow - and out of a different shadow.
Encounter • Dark
Move Action      Personal
Effect:   In combat, you can teleport your speed and, if the square you teleport to is dimly illuminated or grants concealment normally, you have total concealment, and can make a Stealth check to become Hidden as part of the move action.  If you are not in combat, you and any willing allies can travel 'through the shadows' up to 20 miles in a single minute.  At the end of the travel, you take 1 cold damage per mile traveled, are weakened for one round per mile traveled, and cannot Shadowalk again until you have taken an extended rest.  Any allies accompanying you take 5 more cold damage than you did, are weakened twice as long, and are also stunned (save ends) upon arrival.

Shadowrithe (Shadoweaver Expert)

You bring shadows to life in a vortex around you, directing them to attack your enemies and shield your friends.
Encounter • Dark, Necrotic, Force, Illusion
Standard Action             Close Burst 3
Target: Each enemy in burst.
Attack: CHA + your level vs. REF
Hit:  2d8 + CHA + 2*level force & necrotic damage and the target is restrained and all enemies have concealment from it (save ends both).
Effect:  You can slide any of your allies in the burst up to your CHA mod in squares, and you and each ally you slide gains temporary hps equal to your CHA mod + your level.

     

Flag dodonna27 March 6, 2011 7:09 PM PST

Mar 6, 2011 -- 12:55AM, Oraibi wrote:

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!)




Sorry to hear that; the content you've put out so far has all been wonderful!

Flag ChaoticGood March 6, 2011 9:45 PM PST
Oraibi, I would be very happy if Hasbro/WotC sold you the rights to Gamma World whole cloth.

Just sayin'.
Flag Oraibi March 7, 2011 2:34 AM PST

Mar 6, 2011 -- 9:45PM, ChaoticGood wrote:

Oraibi, I would be very happy if Hasbro/WotC sold you the rights to Gamma World whole cloth.

Just sayin'.



I'm unemployed and broke. I have no ability to be "sold" much of anything.

Flag Tony_Vargas March 7, 2011 5:41 PM PST

Oct 17, 2010 -- 7:55AM, Chandrak wrote:


Help Wanted
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, here goes:  PDF1:


Goatfolk:    No, you're not a devil or a satyr, you're just an antropomorphised mutated goat.  Sometimes, though, it's more fun to let others jump to conclusions.


Illusionist:   You channel dark energy into light and shadow to form quasi-real images.  OK, not as deadly as balls of fire and bolts of lightning, but useful if you're clever.


Squidling:   With the exception of some really kinky japanese chicks, the only people who like you, like you deep-fried.


PDF2:

Acidic (appears to have the flavor text of the amphibian):   You secrete acid.  If you are otherwise a vertebrate, it may be that mutation has everted portions of your digestive tract or evolved a novel defense adaptation.  Or, you could be a blob of protoplasm.


Hoofed:  You are a hexapoid quadropedal ungulate.  OK, you're a centaur. 
 - Trample:  You always have the right of way.
 - Gallop:  One advantage of the quadropedal gait is speed.
 - Back Kick:  Your enemies should think twice about flanking you.


Inspiring:
 - Warcry:  "Remember the Alamogordo!"
 
- Ride of the Valkyries:  Dum-da-da-dum-DUM Dum-da-da-DA-dum ...

Prehistoric:   Just because you're hunched and muscular and have a supra-orbital torus, that doesn't make you some kind of primitive unthinkingly violent brute.  No, it's the way that you casually bash people's skulls in that does that.
 - Club, Smash!  Making things you don't like go splat for 3 million years.
 - Thick Skull, Tiny Brain:  "Ha! You missed all my vital spots!"
 - Let There Be Fire!  When Og pushed his rival Korg into the fire, he realized he had invented something much more than just a way to cook mamoth.




PDF3:

Infected
 - Bloody Feast:  Your victim is paralyzed by the sheer horror of being eaten alive.
 - Fast Zombie:  Always first in line at the buffet.
 - Ivigorating Meal:  You partake of the strength of you enemy.

Invisible:
 - Unseen Hand:  Wasn't me.
 - Where'd You Go:  You can't hit what you can't see.
 - Disapearing Act:  Great at parties.

Tauric (BTW, how is this different from Hoofed?)
 - Kick:  Go ahead, say it: 'like a mule.'
 - Quick Dash:  One advantage of the quadropedal gait is speed.
 - Trample:  You always have the right of way.

Flag Kelvor_Ravenstar March 8, 2011 12:39 PM PST
I'm using Gamma World for a Superheroes game, and to round out the Origins and make it more 4-color I've added a few origins to my tables. This gives me three sets for 20 Origins. In addition to the ones below, I'm using Animated, Expert, Blue Mage, Illusionist; and adding them to the origins from Legion of Gold. I'm working on a Mutator origin as well, but still having trouble coming up with thematic abilities that aren't too similar to the Blue Mage.

Here's my new origins. Looking forward to constructive feedback.


Guardian Show



Guardian
Like the knight in shining armor of old, you stand between the darkness and the innocent. Whether the innocent be your fellow heroes, or the peasantry running for cover as you and your dastardly opponent demolish the city.


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 Novice
You’re in for a bad day, son.
At-Will • Bio, Physical
Opportunity Action     Melee 1
Target: 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 Utility
If you want to hurt them, you’ll have to get through me first.
Encounter • Bio
Minor Action                   Close burst 2
Target: 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 Expert
To 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 • Bio
Standard Action      Melee weapon
Target: One creature
Attack: Strength + your level + weapon accuracy vs. AC
Hit: 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.


Gunslinger Show


Gunslinger


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 • Bio
Standard Action     Ranged Weapon
Prerequisite: You must be wielding a one-handed ranged weapon in each hand.
Target: One creature
Attack: Roll two attacks, Dexterity + your level + weapon accuracy vs AC
Hit (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 Utility
Get down!
Encounter
Move Action                   Close Blast 5
Target: 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 Expert
Centering yourself, you know you’ll make this last shot count..
Encounter • Bio
Standard Action     Ranged weapon
Target: One creature
Attack: Dexterity + your level + weapon accuracy vs. Reflex
Hit: 3[W] + Dexterity modifier + twice your level damage, and you grant combat advantage until the end of your next turn.


Healer Show

Healer


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 Novice
A flash of bright light sprouts forth from your hands to envelope your allies, filling them with hope, and sears your enemies. 


At-Will • Psi
Standard Action     Close burst 5
Target: One enemy
 in burst.
Attack: Wisdom + your level vs. Will
Hit: 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 Utility
You’re too important to me to die!
Encounter • Psi
Minor Action                   Melee 1
Target: One adjacent ally.
Effect: The target regains the use of their Second Wind.


Surgical Accuracy                                            Healer Expert
With lightning quickness you strike at your foe’s vital areas.
Encounter • Psi
Standard Action     Ranged 5
Target: One enemy.
Attack: Wisdom + your level vs. Fort
Hit: 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. 

 
Martial Artist Show
Martial Artist


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 Novice
Whaa-tah!
At-Will • Bio, Physical
Standard Action     Melee 1
Target: One creature
Attack: Strength or Dexterity + your level + weapon accuracy vs. AC
Hit: 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 Utility
You dodge and tumble past your foes with such speed and precision that they are unable to react.
Encounter • Bio
Move Action                   Personal
Effect: You shift your speed.

Quivering Palm                                               
Martial Artist Expert
Your vicious blow causes extreme agony to your foe.
Encounter • Bio, Physical
Standard Action     Melee 1
Target: One creature
Attack: Strength or Dexterity + your level vs. Fort
Hit: 2d10 + Strength or Dexterity + twice your level damage, and an Ongoing 5 physical damage (save ends).
Miss: Half damage.


Mighty Show


Mighty
Your 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 Novice
Sometimes I feel like I live in a world of Cardboard.
At-Will • Meta, Physical
Standard Action     Melee 1
Target: One creature
Attack: Strength + your level vs. Fort
Hit: 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 Utility
Faster than a speeding bullet!
Encounter • Meta
Free Action                   Personal
Effect: 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 Expert
Captain Hammer threw a car at my head.
Encounter • Meta, Physcial
Standard Action     Area burst 1 within 10
Requirement: You lift a piece of terrain, such as a mailbox or car, and throw it at your foes.
Target: Every creature in burst
Attack: Strength + your level vs. Reflex
Hit: 2d8 + Strength modifer + twice your level damage.
Miss: Half damage.


Nigh-Invulnerable Show

Nigh-Invulnerable
Mutant Type: Constituition; Meta; +2 to all overcharges.
I like leaping between tall buildings: You gain a +4 bonus to Athletics skill checks.
Unstoppable (Level 1):
At the beginning of your turn you can make a saving throw as a free action.
I Can Take It (Level 1): You start with 3 extra hit points. At levels 2, 4, 6, 8, and 10 you gain an additional 2 hit points.
I’m Nigh-Invulnerable, that’s almost like Invulnerability (Level 1): You gain Resist 5 to all damage, except one type (your Kryptonite), pick one damage type (Acid, Electricity, Fire, Force, Laser, Poison, Psychic, Radiation, Sonic (Thunder)); you gain vulnerable 5 to that type, and whenever you take damage of that type you are weakened until the end of your next turn.
Nigh-Invulnerable Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you knock the target prone and they are slowed until the end of their next turn.

SPOON!                                                                                 Nigh-Invulnerable Novice
You shout your battle cry and leap into the thick of battle. With the sound of your voice ringing through your enemies ears, nothing can stop you!
At-Will • Meta, Physical
Standard Action     Melee 1
Target: One creature
Attack: Constitution + your level vs. Fort
Hit: 1d8 + Constituition Modifier + your twice your level physical damage.
Effect: When you use this power you are immediately no longer slowed (allowing you to charge as the same action), and you cannot be slowed until the end of your next turn.
Special: You can use this power in place of a melee basic during a charge.

Man of Steel                                                             Nigh-Invulnerable Utility
You must have a Chest of Steel! An Upper Lip of Steel! An Inner Elbow of Steel! My God! A (Hey! Watch it!) of Steel!
Encounter • Meta
Immediate Reaction                  Personal
Trigger: You are damaged by an attack.
Effect: The triggering enemy becomes dazed by your resistance until the end of your next turn. You become Immobilized, and until the end of your next turn, you cannot take any actions, gain a +2 bonus to all defenses and all damage you take is halved.

Stand Aside!                                                              Nigh-Invulnerable Expert
Bouncing off your fist hurts!
Encounter • Dark
Standard Action     Melee 1
Target: One creature
Attack: Constitution + your level vs. Fort
Hit: 3d10 + Constiution Modifier + twice your level physical damage.


Super-Sleuth Show

Super-Sleuth


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 Novice
At-Will • Psi, Physical
Standard Action     Melee or Ranged weapon
Target: One creature
Attack: Intelligence + your level + weapon accuracy vs. AC
Hit: 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 Utility
Something about the Supervillain’s movements strikes a chord; you know just how to fight it.
Encounter
Minor Action      Close burst 5
Target: One creature you can see in the burst
Effect: 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 Expert
Encounter • Psi
Standard Action     Melee or Ranged Weapon
Target: One creature
Attack: Intelligence + your level + Weapon Accuracy vs. AC
Hit: 2[W] + Intelligence modifier + twice your level physical damage, and one ally you can see can make a basic attack against the target.

 

Flag Chandrak March 10, 2011 5:48 AM PST
@ dodonna - I havent forgotten Mathemagician I'm just on the fence whether or not I should put it with regular origins, or the non-mutation origins. I'm open to persuasion one way or the other though!

@ jubjubird - Sure, I dont see why we can't do our own versions of the Displacer / Lepidoptoid origins, since the OP hasnt come back to post again. I'll give him credit still, of course. I'd really love to include the Lepidoptoid for sure, mostly because I love Toho Kaiju, and because there were some hilarious moth-people in a few shows I've liked over time.

@ Tony_Vargas - Haha nice. Thanks for the flavor texts. We've had way too many that have been blank. I particularly liked the squidling one ;P Oh, and nice work with Shadowweaver too - I think my only nitpick is that the novice could be a bit stronger. I realize its Weapon Acc vs NAD, which certainly makes it very accurate, but I think the damage could maybe use a slight boost if you don't want to add an effect to it. Or maybe add reach 1 or something to it since youre stabbing a guys shadow? I dunno. Something minor, anyway.

@Kelvor - I havent gotten to go over most of the non-mutation stuff in general, but I though some of yours seemed pretty funny. I'll be starting in on going over all those class origins shortly though, and will be taking some in-depth looks at em all.
Flag Tony_Vargas March 10, 2011 11:18 AM PST

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?'

Flag Chandrak March 12, 2011 9:16 PM PST
Here's my take on Lepidoptoid. I took the Mothra-like route because I thought it was funny ;P


Lepidoptoid


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 3
Target: Each creature in blast
Attack: Charisma + your level vs. Fortitude
Hit: 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).

Flag Chandrak March 12, 2011 10:10 PM PST
Ok, so its not finished yet - I'm still working on the Class Origins - but heres whats done so far, so people can stop PMing me asking when the next set of 20 is finally done ;P

As a note, I didnt include Mathemagic, I decided to put that in with class lists, though of course itll be in the full list and theres nothing stopping people from using class origins with the others

You can find the partially-done pdf with 3 sets of 20 HERE

Let me know if the link doesnt work for you.
Flag Jubjubbird March 13, 2011 8:46 AM PDT
@Chandrak

The link doesnt work for me. It says what I'm looking for doesnt exist. 
Flag Chandrak March 14, 2011 7:00 AM PDT
Ok try the following one - apparently for some reason googledocs doesnt like me using the defaut listed one on the pdf's page, i have to actually click the 'share' button. . . which does the same thing. Who knows.

tinyurl.com/4946nff
Flag Tony_Vargas March 14, 2011 1:04 PM PDT
Hey, you added an extra 'w' to Shadoweaver.  That was part of the whole schtick with that origin...
Flag Chandrak March 14, 2011 1:07 PM PDT

Mar 14, 2011 -- 1:04PM, Tony_Vargas wrote:

Hey, you added an extra 'w' to Shadoweaver.  That was part of the whole schtick with that origin...




Really? I thought I got em all so there wasnt an extra. I noticed you left one out of every power name. I'll check and correct my text so when i release the full update, itll be correct.

Edit: Oh haha, yep, in the tables, I see it. Fixed on my text.

Flag Tony_Vargas March 14, 2011 1:27 PM PDT
Thanks.    I don't know shadowhat made me think that shadowas a good idea, but I'm sticking shadowith it. 



Also, I updated my flavor text post, above.
Flag Jubjubbird March 14, 2011 1:43 PM PDT
That one works

Very nice work so far. I saw some flavor texts missing, but I take it you are aware of that.

I have an idea for another Origin. I think it doesnt exist yet, I'm not sure.

____________________________
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 Death
Your time is up!
You mark a target who's time has come. (minusses on attack rolls and skill checks + damage?)

Ethereal flutter
How 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 Banshee
For whom the bell toles.
The Banshee's scream effects everyone in a burst area damaging them and striking them with utter terror.
______________________

 Something like that, what do you think? is there one like that allready?
Flag Chandrak March 14, 2011 1:43 PM PDT
Nice. Updated those too

Tauric did turn out pretty much the same as Hoofed. Initially, Hoofed just represented having hooves - not neccesarily being quadrupedal. So I made Tauric, which represent any kind of Quadrupedal creature + humanoid torso. There's quite a few in D&D, like the Dracotaur, or the Hobogoblin-Gryphon whos name I forget, for instance. But I can see how Hoofed could represent quadrupeds.

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)
Flag Tony_Vargas March 14, 2011 1:55 PM PDT

Mar 14, 2011 -- 1:43PM, Chandrak wrote:

Nice. Updated those too

Tauric did turn out pretty much the same as Hoofed. Initially, Hoofed just represented having hooves - not neccesarily being quadrupedal.


Really?  I was wondering that when I read 'Hoofed' to do flavor text, and the 'back kick' power really said 'quadruped' to me, because, y'know, bipeds don't have hind legs, exactly.  Of course, if Hoofed were bipdal, they'd be a lot like goatfolk. 

I guess the overlap is inevitable with multiple contributors.

Flag Tony_Vargas March 14, 2011 2:03 PM PDT

Mar 12, 2011 -- 9:16PM, Chandrak wrote:

Here's my take on Lepidoptoid. I took the Mothra-like route because I thought it was funny ;P


Lepidoptoid


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.




www.neomonsterisland.com/daikaijuacadamy...

Flag Jubjubbird March 14, 2011 2:55 PM PDT

Mar 14, 2011 -- 1:43PM, Chandrak wrote:


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)




I'll try and see how far i get in working the banshee as a good origin :D

And I will definitly use that flavor text! :D

Flag Chandrak March 15, 2011 8:16 AM PDT

Mar 14, 2011 -- 2:03PM, Tony_Vargas wrote:




www.neomonsterisland.com/daikaijuacadamy...




Hahaha, that comic is so wierd. I check it out occassionally, and some of the artwork pieces are pretty good. But yeah, that pic is about right Tongue out

Flag Chandrak March 15, 2011 8:22 AM PDT

Mar 14, 2011 -- 1:43PM, Jubjubbird wrote:

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 Death
Your time is up!
You mark a target who's time has come. (minusses on attack rolls and skill checks + damage?)

Ethereal flutter
How 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 Banshee
For whom the bell toles.
The Banshee's scream effects everyone in a burst area damaging them and striking them with utter terror.
______________________




Some good ideas here. Definitely like the sound of the novice power, and certainly makes sense to have the expert power as it is - though if you want to go with D&D type, its usually called "Wail of the Banshee" I think. Though Scream works too I would suggest something other than Ethereal Flutter for the At-Will, simply because the sort of battlefield movement utilities are getting really common. A fair number of the compilation origins have them, and some of the official ones too. You could do some sort of nasty debuff (with a nod to Warcraft 3 maybe), or maybe add some sort of attack/debuff effect to the Ethereal flutter to spice it up, like maybe a short teleport + burst effect.

Flag Jubjubbird March 15, 2011 1:22 PM PDT

This is what I have so far.


Banshee


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.



Flag Chandrak March 15, 2011 6:06 PM PDT

Mar 15, 2011 -- 1:22PM, Jubjubbird wrote:


Banshee




Ok, so I was a tad off on the quote; played some DOW2 today, and its actually 'Let our enemies forgo all hope, for the Banshee howls thier doom'. So I had it almost correct.

Traits section looks perfect, good job there.

Banshee's Call could be interesting, if maybe you turned it into a nasty debuff with only like modifier + lvl damage or something, and gave it some hefty riders, like -2 to attack and defenses or something like that.

Wraith (is that supposed to be Wrath?) should be good, though I dont think it should be an automatic weaken or stun. Maybe have them make a save or be weakened for a turn.
Flag Tony_Vargas March 15, 2011 6:17 PM PDT
Utilities can set up attacks, but they don't usually include attacks.

You might want to have 'Wraith' just give phasing & insubstantial (assuming they're even in Gamma World) for a turn.
Flag Jubjubbird March 17, 2011 11:48 AM PDT
Right I made The Banshee Origin the way I think works.

Here is a link to it: PDF 

Any comments to it are welcome.
Flag Jubjubbird March 22, 2011 3:01 AM PDT
I see there is no Ninja Origin yet... thats my next project. Laughing
Flag Chandrak March 23, 2011 10:10 AM PDT
I think it looks good now Immobilize is not a particularly strong condition, so the fact that the utility can inflict it is not so big of a deal. Doesn't seem too powerful to me. Overall, I think it'll work pretty well, beyond a few typos which don't really matter ;P
Flag Chandrak March 23, 2011 11:31 AM PDT
I've got a half-day to myself today, and I'm working on the Class Origins now. Hopefully I can make it pretty far in before I have stuff I need to do.

@Tony_Vargas: Thanks again for that file you sent me. Since you basically use the same format as I do, Its mostly just been copy/paste touch up. But you sure do make it hard to fit each origin on a single page! :P Apologies in advance for having to cut appearance / some flavor text to make it all fit. Normally I find some rules re-wording works to fit things, but yours rarely need that, hehe.
Flag Chandrak March 23, 2011 11:37 AM PDT
@Tony Vargas:  Hmm, Ok a few things I noticed while im going through your class origins. Check back on this post periodically - I'll just list things and then take items off as theyre addressed. Easier than filling up the thread with posts (if it comes to that).

1. Hunter is missing a Lvl 1 Passive power, and a Lvl 4/8 Alpha replacement. The field is there, its just blank in the file you gave me, like you were working on it but skipped it for later.

2. What do you say about having powersource keywords for the origins? I dont think powersource actually affects anything when it comes to non-alpha/omega powers, and it kinda bugs me not putting em in, since pretty much everything has a powersource keyword. I suspect a new set might be needed for classes anyway... like Martial, Science, Arcane, and Psi maybe. Any suggestions/comments?
Flag Jubjubbird March 23, 2011 12:15 PM PDT

Mar 23, 2011 -- 10:10AM, Chandrak wrote:

I think it looks good now Immobilize is not a particularly strong condition, so the fact that the utility can inflict it is not so big of a deal. Doesn't seem too powerful to me. Overall, I think it'll work pretty well, beyond a few typos which don't really matter ;P




Thank you

And sorry for the typo's. English is not my native language and allthough I like to think I'm not that bad I do make mistakes.... then again... maybe I make just as many in my native language :P 

Flag Tony_Vargas March 26, 2011 1:22 AM PDT
As far as fitting origins to one page, I just change the font sizes.  :shrug:

Mar 23, 2011 -- 11:37AM, Chandrak wrote:

@Tony Vargas:  Hmm, Ok a few things I noticed while im going through your class origins. Check back on this post periodically - I'll just list things and then take items off as theyre addressed. Easier than filling up the thread with posts (if it comes to that).

1. Hunter is missing a Lvl 1 Passive power, and a Lvl 4/8 Alpha replacement. The field is there, its just blank in the file you gave me, like you were working on it but skipped it for later.



Stalker (Level 1): When you have surprise or win initiative you gain combat advantage against any enemy that has not yet acted in the encounter.

Like the Wind (Level 4 or 8, instead of an additional Alpha mutation): You can make a stealth check if you move into cover (other than that granted by creatures) or concealment, rather than breaking line of sight. You do not take a penalty to Stealth checks for moving up to your normal speed.


2. What do you say about having powersource keywords for the origins? I dont think powersource actually affects anything when it comes to non-alpha/omega powers, and it kinda bugs me not putting em in, since pretty much everything has a powersource keyword. I suspect a new set might be needed for classes anyway... like Martial, Science, Arcane, and Psi maybe. Any suggestions/comments?


If you were to standardize on some skillish powersources, sure.  Otherwise, not really.  Except for the ESPer, Sorcerer, & Acsetic, they're not supposed to have such keywords, since they're not in any way related to a mutation.

edit 4/9/11: For 4e-compatibility 'Martial' would make sense for a lot of 'em.

Flag GlimmTheGnome April 11, 2011 7:57 AM PDT
I've posted another archetype origin designed to go along with the vehicle rules for Gamma World - the Road Warrior. Let me know what you think.


glimmthegnome.wordpress.com/2011/04/11/a...
Flag Matt_Sheridan May 2, 2011 9:09 PM PDT
I've been on a bit of an origin-designing kick, lately--specifically bio origins--and I'd love to contribute and hear any criticism or suggestions you folks can offer.


"Armored" Show

Armored


Armored Traits
Mutant Type: Constitution; Bio; +2 to bio overcharge.
Skill Bonus (Level 1): Gain a +4 bonus on Mechanics checks.
Living Armor (Level 1): Gain a +6 bonus to AC and a +2 bonus to Fortitude.  You can't wear armor, but you can use a shield.
Tough as Hell (Level 1): You have a +2 bonus to saving throws against effects that would daze, slow, stun, or weaken you.
Armored Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you gain a +2 bonus to all defenses until the end of your next turn.


Armored Powers


Off-Hand Crack (Armored Novice)
Still swinging your weapon in one armored fist, you surprise your opponent with a quick punch from the other.
EncounterBio, Physical
Minor ActionMelee 1
Target: One creature
Attack: Constitution + your level + 2 vs. AC
Hit: Constitution modifier + your level physical damage, and the target is dazed until the end of your next turn.


Turtle Up (Armored Utility)
You tighten up your armor, locking your plates or scales tighter.  You can't move fast this way, but it sure keeps the wind out.
EncounterBio
Minor ActionPersonal
Effect: You gain resist 5 physical and are slowed while this power is active.  You can deactivate this power as a minor action.


Body Check (Armored Expert)
You slam your armored bulk into your enemy, knocking it back.
EncounterBio, Physical
Standard ActionMelee 1
Target: One creature
Attack: Constitution + your level vs. Fortitude
Hit: 2d10 + Constitution modifier + twice your level physical damage, and you push the target 1 square directly away from you.  If the square the target would be pushed into is occupied by blocking terrain, the target is not pushed, and suffers 1d10 extra physical damage, instead.  If that square is occupied by another creature, the target is not pushed, and the second creature is knocked prone.
Miss: The power is not expended.



"Centaur" Show

Centaur


Centaur Traits
Mutant Type: Constitution; Bio; +2 to bio overcharge.
Skill Bonus (Level 1): Gain a +4 bonus on Nature checks.
Massive Bulk (Level 1): Gain a +2 bonus to Fortitude.
Beast of Burden (Level 1): You move your speed, even while wearing heavy armor or carrying a heavy load.
Four on the Floor (Level 1): Gain a +1 bonus to speed.
Centaur Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you shift up to 2 squares.


Centaur Powers


Charge Attack (Centaur Novice)
You put all your weight and speed into your attack.
At-WillBio, Physical, Weapon
Standard ActionMelee weapon
Target: One creature
Effect: You move up to your speed and make the following attack.
Attack: Constitution + your level + weapon accuracy vs. AC
Hit: 1[W] + Constitution modifier + your level physical damage.  If you moved at least 2 squares during this action, you inflict 1d8 extra damage.


Taxi Service (Centaur Utility)
You're nobody's trusty steed, but you're not against giving a short ride now and again.
EncounterBio
Move ActionPersonal
Effect: You shift up to your speed.  An adjacent ally can come with you, appearing in any square adjacent to you after your action.  Your ally does not use an action as part of this movement.


Trample (Centaur Expert)
You barrel through your enemies, knocking them to the ground and stomping them into it.
EncounterBio, Physical
Standard ActionPersonal
Effect: You shift up to your speed and can enter enemies' spaces.  When you enter another creature's space, you make the following attack against it.
Attack: Constitution + your level vs. Reflex
Hit: 2d8 + Constitution modifier + your level physical damage, and the target falls prone.[/quote]



"Crocodilian" Show

Crocodilian


Crocodilian Traits
Mutant Type: Strength; Bio; +2 to bio overcharge.
Skill Bonus (Level 1): Gain a +4 bonus on Stealth checks.
Scaly Hide (Level 1): Gain a +2 bonus to Fortitude.  While not wearing heavy armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC.
Ambush Predator (Level 1): You inflict 1d8 extra damage against surprised enemies.
Natural Swimmer (Level 1): Gain a swim speed equal to your speed.
Crocodilian Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and the target grants combat advantage to you until the end of the encounter.


Crocodilian Powers


Tenecious Bite (Crocodilian Novice)
When you bite something, it stays bitten.
At-WillBio, Physical
Standard ActionMelee 1
Target: One creature
Attack: Strength + your level vs. Reflex
Hit: 1d8 + Strength modifier + twice your level physical damage, and the target is immobilized until the start of your next turn, or until you are no longer adjacent to the target.  You gain a +2 bonus to attack the target again with tenacious bite at the beginning of your next turn.
Special: You can only have one target immobilized by this power at a time.


Tail Thrash (Crocodilian Utility)
If some fool creeps up on you while you're busy chewing on someone else, they get a face full of tail.
EncounterBio
Immediate ReactionMelee 1
Trigger: A creature moves into a space where it flanks you
Target: The triggering creature
Effect: You push the target 1 square and it falls prone.


Tearing Bite (Crocodilian Expert)
With a brutal twist of your head, you rip a chunk off of your latest meal.
EncounterBio, Physical
Standard ActionMelee 1
Target: One creature which you hit with tenacious bite on your previous turn
Attack: Strength + your level vs. Fortitude
Hit: 3d10 + Strength modifier + twice your level physical damage, and the target is weakened until the end of your next turn.



"Diminutive" Show

Diminutive


Diminutive Traits
Mutant Type: Dexterity; Bio; +2 to bio overcharge.
Skill Bonus (Level 1): Gain a +4 bonus on Athletics checks.
Small Target (Level 1): Gain a +1 bonus to AC and Reflex.
Low Profile (Level 1): You are size Small.  You can make a Stealth check to become hidden if you have any cover or concealment.  Creatures against which you have partial cover or concealment suffer a -3 penalty to attack rolls when making ranged attack rolls against you, instead of the usual -2.
Short Legs (Level 1): Take a -1 penalty to speed.
Diminutive Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and the target falls prone.


Diminutive Powers


Ankle Biter (Diminutive Novice)
You dodge between your target's feet, daring your other enemies to take a shot at you with him in the way.
At-WillBio, Physical, Weapon
Standard ActionMelee weapon
Target: One creature
Effect: You can shift 2 squares before or after the attack.
Attack: Dexterity + your level + weapon accuracy vs. AC
Hit: 1[W] + Dexterity modifier + your level physical damage, and you gain a +2 to all defenses against attacks by the target's allies until the end of your next turn, or until you are no longer adjacent to the target.


Down to Size (Diminutive Utility)
You're quick to take advantage when the big people get knocked down to your level.
At-WillBio
Immediate ReactionPersonal
Trigger: A creature falls prone adjacent to you
Effect: You can make a melee basic attack on the triggering creature.


Fastball Special (Diminutive Expert)
You let your biggest friend turn you into a projectile of stabbing, slashing fury.
EncounterBio, Physical, Weapon
Standard ActionMelee weapon
Requirement: You must be adjacent to an ally who isn't prone or unable to take actions
Target: One creature within 5 squares
Effect: Before the attack, you fly to a square adjacent to your target.  This movement does not provoke opportunity attacks.
Attack: Dexterity + your level vs. Reflex
Hit: 2[W] + Dexterity modifier + twice your level + twice your ally's Strength modifier + physical damage, and the target is knocked prone.



"Quadruped" Show

Quadruped


Quadruped Traits
Mutant Type: Dexterity; Bio; +2 to bio overcharge.
Skill Bonus (Level 1): Gain a +4 bonus on Athletics checks.
Survival Instinct (Level 1): Gain a +2 bonus to Reflex.
No Thumbs (Level 1): You can't use weapons or shields.  You can manipulate objects with your front paws, but not well, and not while walking.  Fortunately, your unarmed quick attack does 2d6 damage and counts as a weapon.
Savage Speed (Level 1): You gain a +1 bonus to speed while wearing light armor or no armor.
Structural Superiority (Level 1): When subjected to a pull, push, or slide, you can move 1 square fewer than the effect specifies.  When subjected to an effect that would knock you prone, you can make a saving throw to avoid falling prone.
Quadruped Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you can shift 2 squares. While shifting, you can move through enemy-occupied spaces.


Quadruped Powers


Low Blow (Quadruped Novice)
Running around on all fours, your can mostly only reach other folks' legs.  But that just makes it easy to yank them down to your level.
At-WillBio, Physical
Standard ActionMelee 1
Target: One creature
Attack: Dexterity + your level + 3 vs. AC
Hit: 2d6 + Dexterity modifier + your level physical damage, plus 1d6 extra damage if the target is prone.  If you have combat advantage against the target, the target falls prone.
Effect: You can shift 4 squares.


Wild Dash (Quadruped Utility)
You move like the wind, a blur racing through the thick of battle.
EncounterBio
Minor Action
Effect: You take a move action, and gain +4 to AC against opportunity attacks until the start of your next turn.


Death Pounce (Quadruped Expert)
You jump on your enemy and pin it to the ground, raking and tearing with your claws.
EncounterBio, Physical
Standard ActionClose burst 3
Target: One creature in burst
Effect: You shift up to 2 squares to the nearest space adjacent to the target.  While shifting, you can move through enemy-occupied spaces.  Once there, you use Low Blow twice.  If both attacks hit, the target is restrained until the end of your next turn, or until you are no longer adjacent to it.



"Spiked" Show

Spiked


Spiked Traits
Mutant Type: Dexterity; Bio; +2 to bio overcharge.
Skill Bonus (Level 1): Gain a +4 bonus on Perception checks.
Spiny Armor (Level 1): Gain a +2 bonus to AC and Fortitude.
No Thumbs (Level 1): You can't use weapons or shields.  You can manipulate objects with your front paws, but not well, and not while walking.  Fortunately, your unarmed quick attack does 2d6 damage and counts as a weapon.
Pincushion Punishment (Level 1): Any creature that hits you with a melee attack without using a weapon suffers 5 physical damage.
Wardrobe Malfunction (Level 1): You can't wear armor.  You can use a shield, though.
Quadruped Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you can inflict physical damage equal to your Dexterity modifier + your level on a creature adjacent to you as a free action.


Spiked Powers


Bloody Barbs (Spiked Novice)
You rake your enemy with a thorny fist, opening ragged wounds.
At-WillBio, Physical
Standard ActionMelee 1
Attack: Dexterity + your level vs. AC
Hit: 1d6 + Dexterity modifier + your level physical damage, and the target takes ongoing 5 physical damage (save ends).


Sword Breaker (Spiked Utility)
Instead of hurting you, your attacker just shatters its own weapon against your spikes.  Idiot.
EncounterBio
Immediate ReactionMelee 1
Trigger: A creature misses you with a melee attack with the weapon keyword
Target: Triggering creature
Effect: The triggering creature's weapon is destroyed.


Spikesplosion (Spiked Expert)
Your spikes explode from your hide like shrapnel.  Don't worry; they'll grow back.
EncounterBio, Physical
Standard ActionClose burst 2
Target: Each creature in burst
Attack: Dexterity + your level + 3 vs. AC
Hit: 1d10 + Dexterity modifier + twice your level physical damage, and the target grants combat advantage until the end of your next turn.
Effect: The burst creates a zone of spikes that lasts until the end of your next turn.  Any creature other than you that enters enters the zone takes 5 physical damage.  You take a -2 penalty to AC until the end of your next turn.




I really intended to keep fairly orthodox when I started out, but all kinds of ful mechanical possibilities kept suggesting themselves, and then next thing I knew, I had origins that couldn't use armor, origins that couldn't use weapons, origins that destroyed weapons, origins that did damage depending on other characters' stats, origins with at-will utility powers . . . so, yeah, I realize how far outside the Gamma World design space a lot of this stuff is.  But, all the same, please criticize it.  I've definitely got some balance concerns with this stuff.

Flag GlimmTheGnome May 20, 2011 4:50 PM PDT
I posted an updated pdf version of the Scientist origin based on the one written and posted by Paulos. Let us know what you think of the updated version.

glimmsworkshop.com/2011/05/20/archetype-...
Flag GlimmTheGnome June 13, 2011 10:07 PM PDT
If anyone is interested, I've uploaded a Word document with the styles that I've used for my custom origins.

glimmsworkshop.com/2011/06/13/origin-and...
Flag battlemaster95 June 17, 2011 3:49 PM PDT

Jun 13, 2011 -- 10:07PM, GlimmTheGnome wrote:

If anyone is interested, I've uploaded a Word document with the styles that I've used for my custom origins.

glimmsworkshop.com/2011/06/13/origin-and...


tis is rally good, though the utility block is structured like an attack power. also the radiation trifoild are replaced by + sighns. thought you might want to know.

Flag GlimmTheGnome June 20, 2011 9:41 PM PDT
Thanks, the utility block being structured as an attack was an accident on my part, but it should still be enough to serve as a basis for the formatting.

To get a radiation symbol rather than the "+", you'd just need to find a font with the symbol in it then use that in place of the "+".
Flag battlemaster95 June 22, 2011 7:39 AM PDT

Jun 20, 2011 -- 9:41PM, GlimmTheGnome wrote:

Thanks, the utility block being structured as an attack was an accident on my part, but it should still be enough to serve as a basis for the formatting.

To get a radiation symbol rather than the "+", you'd just need to find a font with the symbol in it then use that in place of the "+".


the radiation symbol is included in MS word. you have to open the insert symbol menu. it should be there somewhere.

Flag battlemaster95 June 22, 2011 8:43 AM PDT

a single origin, made for fun. +5 xp if you know where its from.

Spoiler
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Deadman



You see, there's no escaping reality... or Deadman Wonderland


The Nameless Worm has permeated your body, giving you to power to control a Branch of Sin. This power will help you survive, but won’t protect you from the madness.


Appearance:  you look normal. This belies your true abilities, which make themselves apparent when you activate your branch of sin, weapons formed from your own blood.


Deadman Traits


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


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


Carnival Corpse Training (Level 1):  Gain a +2 bonus to all defenses.


Sacrifice of Sin (Level 1):  Each time you use a Deadman power, you lose 1 hit point.


Deadman Critical (Level 2 or 6):  When you score a critical hit, the attack deals 1d10 extra damage and you gain 10 temporary hit points.


Deadman Powers


Ganta gun


Deadman Novice


It’s a stupid name,   but it sure packs a hell of a punch.


At-Will >   Bio


Standard Action


Range 10


Target:  one creature


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


Hit:  1d12 + constitution + twice your level physical   damage.


 


Armor of Blood


Deadman Utility


You manipulate your   Branch of Sin into an armor of sorts, protecting yourself from all but the   strongest attacks.


Encounter >   Bio


Minor Action


Personal


Effect:  You gain a +4 bonus to AC until the end of   your next turn.


                        Sustain Minor: The   bonus persists.


 


Invisible Black


Deadman   Expert


This branch of sin   manifests into a blade faster than the speed of sound,


Encounter >   Bio


Standard Action


Melee 2


Target:  One creature stupid enough to pick a fight   with you


Attack:  Constitution + twice your level + 4 vs. AC


Hit:  3d12 + constitution + your level. This attack   ignores any resistances possessed by the target.


Effect: until   the end of the encounter you can use Invisible   Black as a Heavy one handed melee weapon; str/con; +4 accuracy; 1d12   damage.





[battlemaster95] – [June 22, 2011]


Gamma WorldTM is property of Wizards of the Coast


Deadman Wonderland is property of Kadokawa Shoten


Put Your Script,HTML code and text here


Flag battlemaster95 June 23, 2011 8:08 AM PDT
a link for the PDF virsion of the Deadman origin: LINK
Flag battlemaster95 August 18, 2011 4:36 PM PDT
here are a set of twenty origins. i think i went a bit on the damage heavy side so please P.E.A.C.H. if you want to.

www.4shared.com/document/y4f1F33S/gamma_...
Flag tbok1992 December 17, 2011 9:01 PM PST
Hey, does anybody think that a Fist of the North Star/Riki-Oh/Dragonball inspired Martial Artist Origin (using psychic powers to enhance said Martial arts) would be a good idea? Because I think I might wanna make one.
Flag The_Ubbergeek December 17, 2011 9:03 PM PST

Dec 17, 2011 -- 9:01PM, tbok1992 wrote:

Hey, does anybody think that a Fist of the North Star/Riki-Oh/Dragonball inspired Martial Artist Origin (using psychic powers to enhance said Martial arts) would be a good idea? Because I think I might wanna make one.


Being such an ubernerd, *I* would surely pull that one day... 

Flag Atombomb January 20, 2012 8:50 AM PST
I am so excited I came across this forum!
I am getting readyt o start my own Gamma World Campaign and find this information extremely valuable! Laughing
 
Flag Chandrak January 24, 2012 2:31 PM PST
Glad you like it The pdf is a bit outdated, as I havent worked on it for some time due to not having a current D&D group (sadly , it went the way of all groups. .. peoples jobs got in the way awhile). But theres been quite a few posts of content here since I last updated the overall pdf, so feel free to look around
Flag DanteFaustus February 14, 2012 2:23 AM PST
Hey Chandrak, some folks have posted some good Ideas for origins that seem like they should make it into the next Pdf (vol 4). Battlemaster has some good ideas as well as the guy (i cant remember his name right now who did spiked, armored, centaur, quadriped, ect. Everyone should take some time to look at them and then try to give back any possitive feedback. I am more than willing to help out with some of the grind work and have already put together some ordered files of origins collected from folks around. Also I am willing to help out with geting the professions origins up and running. Let me know. Also anyone looking for game in the Seattle area (or online) with a srtong focus on homebrew ideas and mechanics? (wrong thread I know....)
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