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3 years ago ::
Oct 20, 2010 - 1:02PM
#31
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Date Joined:
Aug 14, 2005
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Been a bit busy, but heres another. Could use some balance tweaking, probably. It was inspired by the discussion/creation of Gamma and Theta terrain in another thread. Gamma
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Gamma -- By Chandrak You are infused with the same energy that caused the Big Mistake, causing reality to bend and twist around you. Mutant Type: Constitution; Dark; +2 to dark overcharge. Skill Bonus (Level 1): Gain a +4 to Science checks. Defense Bonus (Level 1): Gain a +2 to Will. Flux Aura (Level 1): Creatures adjacent to you experience an Alpha Flux on a 3 or less. When you roll a 2 or a 3, you may choose to experience an Alpha Flux. If you do, you may not use Flux Shield that turn. Gamma Critical (Level 2 or 6): When you score a critical hit, a random creature within 5 squares (including you) experiences an Alpha Flux. Gamma Rays (Gamma Novice) Well, what else did you expect?. At-Will • Source Standard Action Range 5 Target: One creature Attack: Con + your level vs. Fort Hit: 1d8 + Con + Your level radiation damage, and the target’s space becomes Gamma Terrain until the start of your next turn.
Flux Shield (Gamma Utility) You have learned to shield yourself in part from unwanted mutations. Encounter • Source Free Action Personal Trigger: You experience an Alpha Flux. Effect: Choose one of your Alpha Mutations. You do not replace it, and may untap it.
Warp Reality (Gamma Expert) You tear open the veil between realities, and the backwash of energy assaults your foes and warps the land around you. Encounter • Source Standard Action Close burst 2 Target: All creatures in burst Attack: Con + your level vs. Fort Hit: 1d10 + Con + your level radiation damage. Effect: The burst creates a zone of Theta Terrain that lasts until the end of the encounter.
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3 years ago ::
Oct 20, 2010 - 1:27PM
#32
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Date Joined:
Aug 14, 2005
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Here's Mutating. Its Utility is the same as Tony's Darkling - not intentional, this was written up before he posted that, but I did replace my text with his, since his was much less wordy than mine was. Mutating
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Mutating -- By Chandrak Mutant Type: Con; Bio; +2 to Bio overcharge. Skill Bonus (Level 1): Gain a +4 to Science checks. Defense Bonus (Level 1): Gain a +2 to Reflex. Adaptable Body (Level 1): You gain Resist 5 Radiation and Resist 5 Poison. Mutating Critical (Level 2 or 6): Once per encounter when you score a critical hit, you can use your Biological Warfare power as a free action, even if you’ve used it already this encounter. Sudden Appendage (Mutating Novice) You suddenly find yourself possessed of an extra limb. Might as well hit someone with it before its gone again. At-Will • Source Standard Action Melee 1 Target: One creature Attack: Con + your level vs. AC Hit: 1d10 + Con + 2x your level physical damage.
Biological Warfare (Mutating Utility) Sudden mutations can sometimes give you an edge. Encounter • Source Minor Action Personal Effect: Discard all of your non-Bio Alpha Mutations. Draw from the DM’s deck until you’ve replaced them all with Bio mutations.
It Wasn’t Slime, It Was Ooze! (Mutating Expert) You spew forth a disgusting ooze that warps you opponent’s bodies. Encounter • Source Standard Action Close Blast 2 Target: All creatures in blast Attack: Con + your level vs. Fort Hit: The target takes 1d6 + Con + your level radiation damage, and replaces a random mutation with a Bio mutation from the DMs deck. If the target has no mutations, it instead loses a random encounter power.
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3 years ago ::
Oct 20, 2010 - 1:53PM
#33
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Date Joined:
Sep 26, 2001
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"Pure-Strain Human"
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Pure Strain Human You really could be driving to the corner store for a six-pack - in a pickup, with a gunrack. The Knights of Genetic Purity keep trying to recruit you, which is just wrong on levels they don't even begin to understand.
Appearance: You look more like the 'last living human' on that sci-fi DVD collection that keeps turning up everywhere than any melanin-defficient ubermenchen Engineered 'Human' ever did. You look a lot like the hero of the famed prophetic DVD 'I' trillogy - 'I'D4, 'I' Robot, 'I' am Legend - too, not to mention that King Martin II that every-other Ancient building's dedicated to.
Mutant Type: CHA; none; no overcharge bonus; you have no secondary origin. Skill Bonus (Level 1): Gain a +4 to Interaction & Conspiracy checks. Defense Bonus (Level 1): +2 to all Defenses Genetic Stability (Level 1): You cannot have readied mutations or experience Alpha Surge. You have resist 5 Radiation - or Resist 10 vs any damage from an effect that also forces an Alpha Surge. Survivor (Level 1): You start with 15+CON bonus hps and gain +6 hps per level. You have a +2 to all saving throws, including death saves. Resourceful (Level 1): You draw two Omega Tech at the start of the game instead of 1. Whenever you draw Omega Tech, instead of rolling to see what deck you draw from, draw one card from your deck and one from the DMs and choose the one you want to keep. You salvage Omega Tech as if you were two levels higher. Weapon Critical (Level 2 ): When you score a critical hit with a weapon you deal 1[W]+CHA mod extra damage on that attack. Really Resourceful (Level 4): You gain a +2 to Omega Charge Checks. When you run out of ammo, you can make an Omega Charge Check, if you succeed, you still have ammo. Tactical Critical (Level 6): When you score a critical hit you deal 1d10 extra damage on that attack and the target grants combat advantage until the end of your next turn. Uber-Resourceful (Level 8): You gain a +4 to Omega Charge Checks. You never run out of ammo - blaze away, cowboy.
Double Tap (PSH Novice) It's rule #2. At-Will Weapon Standard Action Melee or Ranged: Weapon Requirement: you must be using a gun. Target: One creature. Attack: Roll two basic attacks against the target with a bonus to hit equal to your CHA mod. Hit (one attack): 1[W] + (basic attack stat) + level, and you don't use ammo for the second shot. Hit (both attacks): 2[W] + (basic attack stat) + CHA + 2xlevel. Miss: You didn't expend ammo - flip that safety off and try again next round.
That's not a Knife (PSH Novice) Seriously, it's a screwdriver. Now, this is a knife, like the one that Arthur King drew from the Stone. At-Will Weapon Standard Action Melee or Ranged: Weapon Target: One creature. Requirement: you must be using an actual purpose-built weapon, made by actual people, for actual people to use for the express purpose of actually killing other actual people. All guns count, as do combat knives, bayonettes, billy clubs, and the like. Wallhanger museum replicas, including any & all katana and other crome-plated or stainless steel martial arts weapons do not. Attack: Make a basic attack with the weapon. You have combat advantage for this attack. Hit: 1[W]+(basic attack stat) + CHA + level damage. Miss: You push the target 1 square. If you were using a gun, you didn't expend ammo.
You Don't Want to Know (PSH Utility - level 3) Where were you hiding that? Encounter • Weapon Minor Action Personal Effect: You draw a one-handed weapon (a 'real' not improvised one) of your choice. If it is a gun, you have ammunition for it. You need not have actually had a weapon - or anything, for that matter - in your possession.
One in the Chamber (PSH Utility - level 7) C'mon baby, just one more little charge, please, you can do it... Encounter • Move Action Personal Effect: A piece of salvaged Omega Tech in your posession becomes functionally Charged again. At the end of the encounter it's gone - no Omega Charge check, no salvage.
Take the Shot (PSH Expert - level 5) I know I'm in the way, just squeeze the ****ing trigger already. Encounter • Standard Action Close Burst 20 Target: One ally in burst. Effect: The ally can make a ranged attack against an enemy adjacent to you or who is affecting you with a power or inflicted a condition on you. If the ally uses a basic attack, he gains a bonus to hit equal to your CHA modifier. If he uses a gun, he gains a damage bonus equal to your CHA mod. If the ally misses, you can choose to give the ally a re-roll, but, if the re-roll hits, you take half damage (but no other effects) from the attack, as well.
Conveniently Enforced Realism (PSH Expert - level 9) I don't know how it works were you come from, but here on planet Earth, you get shot, you bleed, you die. Encounter • Weapon Standard Action Melee or Ranged: Weapon Requirement: you must be using an actual purpose-built weapon, made by actual people, for actual people to use for the express purpose of actually killing other actual people. All guns count, as do combat knives, bayonettes, billy clubs, and the like. Wallhanger museum replicas, including any & all katana and other crome-plated or stainless steel martial arts weapons do not. Target: One creature. Attack: Basic weapon attack + your CHA mod. Hit: 2[W]+(basic attack stat)+CHA+2xlevel, and the target takes 10 ongoing damage until it dies or recieves medical attention (science check DC = your attack roll). Miss: You do not expend this power (or ammo, not that it matters to you at 9th level).
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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3 years ago ::
Oct 20, 2010 - 1:57PM
#34
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Date Joined:
Sep 26, 2001
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It's cool that we came up with some similar utilities there. I think the card mechanics really encourage that sort of creativity, they're very easy to work with.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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3 years ago ::
Oct 20, 2010 - 2:04PM
#35
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Date Joined:
Aug 14, 2005
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VERY nice job on the Pure Strain Human. I like the humor in it  Several of those powers have a great feel to them. I particularly liked One In The Chamber.
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3 years ago ::
Oct 20, 2010 - 2:10PM
#36
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Date Joined:
Sep 26, 2001
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Thanks. This ed of Gamma World really is tickling my funny bone. I can't seem to do anything for it without at least a dash of humor.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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3 years ago ::
Oct 20, 2010 - 2:50PM
#37
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Date Joined:
Sep 26, 2001
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One of the classic powerful mutations was Light Wave Manipulation, which let you negate lazers, create patches of darkness, and go invisible. Pretty nuts, really. I know you're working on 'Radiant' but I just got an idea for a 'Photokinetic' based on that one mutation...
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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3 years ago ::
Oct 20, 2010 - 3:15PM
#38
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Date Joined:
Sep 26, 2001
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"Photokinetic"
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Photokinetic
Old-timers say you 'have' Light Wave Manipulation. You don't understand why everyone who can see light can't all 'touch' and 'guide' it the way you do - it's the most natural thing in the world.
Apearance: You're a bit pale, like you don't get a lot of sun, even though you've always loved playing outside on sunny days. You have a tendency to stand around watching people as if they couldn't see you. Often, they can't. Mutant Type: WIS; Psi; +2 to Psi overcharge. Skill Bonus (Level 1): Gain a +4 to Stealth checks. Defense Bonus (Level 1): Gain a +2 to REF. Photonic Flinch (Level 1): It's like blinking. You have Resist 15 Laser (or radiant or light or whatever it's called) damage, and can't be blinded by bright light. Photonic Critical (Level 2 or 6): When you score a critical hit, your target is blinded until the start of your next turn.
Invisibility (Photokinetic Novice) You bend light comfortably around you, like a concealing cloak or old security blanket. At-Will • Psi Standard Action Personal Effect: You are invisible until the end of your next turn. If you use a Standard Action, Opportunity Action, or Immediate Interrupt before the end of your next turn, you become visible. While you have Total Concealment, everything has concealment from you while you are invisible. If you attack while invisible, you become visible, but you gain Combat Advantage (and your target does not have concealment) for that attack. Unless you succeed on a Stealth check (DC 10+ enemies' highest Perception bonus), other creatures know where you are in combat, even though they can't see you. Laser Negation (Photokinetic Utility) Coherent light is a deadly weapon. Diffuse it even a little, though, and it might as well be a flashlight. Encounter • Psi Immediate Interrupt Close Burst 5 Trigger: An enemy uses an attack that does laser damage. Effect: All your allies share your Resist 15 vs laser damage until the end of your next turn. If an attack combines laser with other damage types, you and your allies gain a minimum resist 10 vs that attack.
Darkness (Photokinetic Expert) You cause all matter (including air) in a large area to stop emitting or re-emitting (reflecting) light, plunging it into total darkness. Encounter • Psi, Illusion, Zone Standard Action Area Burst 2 w/in 10 Target: Each creature in burst. Attack: WIS + your level vs. REF Hit: The target is blinded (save ends) after it leaves the area of darkness. Effect: You create a zone of complete darkness that lasts until the end of your next turn. The zone blocks line of sight and grants total concealment to everything inside it. It also blocks line of effect for any power with the Laser Keyword. Creatures inside the zone are effectively blind. Lasers, light sources, and 'photonic technology' (like most Ishtar Tech, but also simple CD/DVD players) within the zone do not function. Sustain(minor): The zone persists, and you may cause it to move 3 up to squares.
BTW, none of this poor sucker's powers do damage... better hope he doesn't roll 'Doppleganger' or 'Empath,' too. Oh, man, and it's WIS-based, too, so no gaurantee of meaningful basic attacks. What was I thinking?
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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3 years ago ::
Oct 21, 2010 - 8:26PM
#39
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Date Joined:
Sep 26, 2001
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Another inspired by 1e mutations (Sonic Attack, Sound Immitation)
"Siren"
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Siren Your voice is your glory, able to span the full range of tone, pitch, resonance - and volume. Did we mention most of your siblings are deaf?
Apearance: Your appearance isn't much changed by this origin, though you may show some outward signs of your enhanced vocal aparatus, such as a larger mouth or nose, or prominent facial bones. Mutant Type: CON; Bio; +2 to Bio overcharge. Skill Bonus (Level 1): Gain a +4 to Interaction checks. Defense Bonus (Level 1): Gain a +2 to WILL. Mimicry (Level 1): You can precisely immitate sounds that you hear. In the case of spoken language, you can generally say anything you want in a convincing impression of another creature. Otherwise, you just re-produce exact sound, like instant play-back. When you mimic sonic attack, the results are the same as your Novice Power, below. Thunderous Critical (Level 2 or 6): When you score a critical hit, you inflict an extra 1d10 damage and the target is deafened (save ends).
Sonic Attack (Siren Novice) You release a blast of sound that slams into your enemies like a giant's hand - sraping its nails on a giant's chalkboard. At-Will • Bio, Sonic Standard Action Close Blast: 3 Targets: Each Creature in blast. Attack: CON + level v FORT. Hit: 1d8 + CON + level sonic damage and the target is pushed 1 sq and deafened until the start of your net turn. Siren Song (Siren Utility) See, your voice really can be pleasant, too. Encounter • Bio, Aura Minor Action Close Burst 3 Effect: You create an aura of pleasant, invigorating song around yourself. Allies who start their turn in the Aura gain temporary hps equal to 1/2 your level plus your CHA bonus (min 1). Allies who end their turns in the Aura gain a bonus to one of their saves that round equal to your CON bonus.
The Silent Scream (Siren Expert) Just as light can be focused into a laser, sound can be focused into a deadly coherent beam. Encounter • Bio, Sonic, Physical Standard Action Ranged 10 Target: One creature. Attack: CON + level vs REF. Hit: 3d8 + CON +2xlevel sonic and physical damage and the target is dazed (save ends).
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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3 years ago ::
Oct 22, 2010 - 7:50AM
#40
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Date Joined:
Aug 14, 2005
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Pretty nuts, really. I know you're working on 'Radiant' but I just got an idea for a 'Photokinetic' based on that one mutation...
Hehe np. I liked yours enough that I just scrapped the Radiant one ;P Yours is basically what I was gonna go for anyway, and hadnt gotten around to starting the Radiant one yet, so no harm done.
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