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Switch to Forum Live View Custom Origins Compilation
3 years ago  ::  Oct 22, 2010 - 7:54AM #41
Wolfe_Deckard
Date Joined: Feb 24, 2009
Posts: 35
Played the PSH last night.  Had a blast with him.  The GM loved the flavor of him as well, especially the Will Smith references.

Cheers
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3 years ago  ::  Oct 22, 2010 - 10:58AM #42
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,714

Oct 22, 2010 -- 7:54AM, Wolfe_Deckard wrote:

Played the PSH last night.  Had a blast with him.  The GM loved the flavor of him as well, especially the Will Smith references.

Cheers


Awesome! 


PSH is a little odd in being a PC's only origin, so as a DM you have to figure out how incorporate it - Engineered Human, of course, fits the standard chargen more smoothly.  BTW, not counting the PSH, we're at 16 origins.  That's getting pretty close to our own d20 random custom origin table.  Cool

Any ideas that haven't been covered yet?

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 - 11:17AM #43
Wolfe_Deckard
Date Joined: Feb 24, 2009
Posts: 35
in the main book you have fire and earth type origins, what about Air and Water? What about Canines as well?
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3 years ago  ::  Oct 22, 2010 - 11:47AM #44
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,714

Yet another inspired by 1e mutations (Heightened Precision, Heightened (Senses), Intuition, Molecular Understanding)

"Awakened" Show


Awakened
 


You live in a world more beautiful, more hideous, more intricate and detailed than the one everyone else sees.  You understand the special providence in the fall of a sparrow, and sense the buddha-nature in the flitting gamma moth.  You percieve the underlying crystaline structure that interconnects all things - and how to break the crap out of it.

Apearance:   You give the impression of being calm, even 'spaced out,' as if you were contemplating something far removed from ordinary existance - but to you, nothing is far-removed for your existance.
                                  
Mutant Type: WIS; Psi; +2 to Psi overcharge.
Defense Bonus (Level 1): Gain a +2 to REF.  
Heightened Sense (Level 1): You gain a +4 to Perception and Insight checks, but are vulnerable 5 to sonic attacks and have a -2 penalty to saves to recover from Blindness or Deafness caused by senory overload.
Danger Sense (Level 1):  You can sense when immediate danger threatens you:  you do not grant combat advantage while you are able to move, and can add your WIS instead of your INT/DEX to your AC when wearing light armor.
Flawless Critical (Level 2 or 6): When you score a critical hit, you inflict an extra 2d8 damage.
 

Precission Attack (Awakened Novice)
You sense physical weakpoints in objects and creatures... which is nasty, if you can actually hit one of those points.
At-Will • Psi, Weapon
Standard Action                     Melee or Ranged: 
Weapon
Targets: 
One creature you can see
Attack:  WIS +Acc v AC
Hit:  1[W]+WIS+level + 1d6 extra damage.  If the target is granting combat advantage, you inficlt an additional +2d6 extra damge.  This 'extra damage' is not maximized on a critical hit.


Molecular Understanding  (Awakened Utility)
You run your hands over the Artifact, sensing it's structure at the deepest levels.  It's a little creepy to watch, actually.
Encounter • Psi
Standard Action    Melee: touch
Effect:  You spend a moment examining an object.  Your next roll dealing with that object - mechanics, science, or other skill roll or damage inflicted on the object or even Omega Charge Check - gains a bonus equal to your WIS modifier.

Deadly Intuition (Awakened Expert)

You attune your perceptions to one opponent, anticipating his every move, exploiting his every weakness.  Sucks to be him.
Encounter • Psi
Standard Action             Ranged 5
Target: One creature.
Attack: WIS vs WILL.
Hit:  For the rest of the encounter, the target grants you combat advantage and has vulnerability 10 to all your attacks.  You know where the target is as well as if you could see him, gain a +2 to all your defenses against his attacks, and automatically succeed on Insight and Perception checks against him (he automatically fails any checks that use your Per or Insight as target numbers) for the rest of the encounter.
Miss:  You gain a +2 to all your defenses against the target's attacks for the rest of the encounter.

     


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 - 1:13PM #45
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,714

Oct 22, 2010 -- 11:17AM, Wolfe_Deckard wrote:

in the main book you have fire and earth type origins, what about Air and Water? What about Canines as well?





Today's origins are brought to by the letter 'W'


"Wolfen" Show


Wolfen
 


You are a sentient, occassionally humanoid, canine - the sort of thing that might spark legends of a werewolf.  But are a wolf mutated to seem more human, or a human mutated to seem more lupine?  Hey, it's an important question  - it has a bearing on who we have for dinner.

Appearance:   You might look like a particularly hairy human with prominant canines or an oddly soulful-looking wolf or dog, or anything in between.
                                  
Mutant Type:  CON; Bio; +2 to Bio overcharge.
Defense Bonus (Level 1): Gain a +2 to REF.  
Lupine Senses (Level 1): You gain a +4 to Perception and can identify and track individuals by scent.
Pack Mentality (Level 1):  You can communicate wordlessly with your allies, and instinctively use cooperative tactics.  You gain and grant one ally flanking when you and at least one ally are adjacent to the same enemy. 
Pack Critical (Level 2 or 6): When you score a critical hit, you inflict +1d10 damage and either you or one ally adjacent to the target (your choice) can shift 2 as a free action.
 

Drag Down the Prey (Wolfen Novice)
'Prey' is relative, of course... and sometimes relatives are prey.
At-Will • Bio
Standard Action                     Melee: 
1
Targets:  One creature
Attack:   CON + level vs AC
Hit:  2d4 + CON + level damage and the target is knocked prone.  If the target is already prone, you inflict +2d6 extra damage.


Dual Nature  (Wolfen Utility)
You bring forth the beast (or man) that dwells within you.
Encounter • Bio
Immediate Reaction    Personal
Trigger: 
You discard one or more readied mutations.
Effect:  Until you use this power again (so a minimum of 5 minutes, since it's an encounter power), you become physically almost entirely human (as human as any Engineered Human) or canine.
Canine:
  Your Drag Down the Prey Novice Power damage increases to 2d8.  Your Speed increases by 2.  You cannot use weapons (but can still wear armor or use Omega Tech that isn't a weapon), pronounce words, or perform delicate tasks that require, well, thumbs.
Human:  Your Drag Down the Prey Novice Power becomes a Weapon power (Melee: weapon; 1[W] instead of 2d4), and you lose Lupine Senses but gain a +4 to Interaction checks and a +2 to Omega Charge Checks.



Call of the Wild (Wolfen Expert)
You throw back your head and howl like a .. well, like a wolf, of course.
Encounter • Bio, Sonic, Psychic, Fear, Charm
Standard Action             Close Burst 3
Target: Each enemy in burst. 
Effect:  You pull each ally who is not already in the burst up to 3 squares.
Attack
: CON + level vs WILL.
Hit:  2d6 + CON + 2xlevel sonic and psychic damage, you push the target up to 3 squares, and the target suffers a -2 on it's attack rolls (save ends).
Miss: 1d6 + CON + level sonic damage.
Effect:  After you have resolved the attack, each ally in the burst can make one save against an effect that a save can end.  This is not an action.

     





"Weather Witch" Show


Weather Witch
 


You are in tune with the primal forces of wind and storm - or psychically sensitive to meteorological phenomena.  Whatever, you can make it rain, which is worth some serious scratch in a drought.

Apearance:   Your platinum hair stirs in a constant updraft and your eyes are pools of molten cobalt.  
                                  
Mutant Type: INT; Psi; +2 to Psi overcharge.
Skill Bonus (Level 1): Gain a +4 to Nature checks.
Defense Bonus (Level 1): Gain a +2 to FORT. 
Weather-Wise (Level 1):  You always know what the weather will be like over the next few hours or days (more precisely the shorter the timeframe).  Minor weather effects always seem to break your way, you don't get that wet when you go out in the rain, and are always upwind of anyone you sneak up on.  You gain a +2 bonus to stealth, perception, and saving throws when you are outdoors. 
Storm Surge (Level 2 or 6): When you score a critical hit, you inflict +1d10 damage with the attack and your target is pushed 1 sq and knocked prone.
 

Sudden Gust (Weather Witch Novice)
You conjure a wall of wind capable of knocking about light, unsecured objects - like pickup trucks.
At-Will • Psi, Physical
Standard Action                     Close Blast 5
Target: Each creature in blast.
Attack:  INT + level vs REF
Hit:  1d6 + INT + level physical damage and you push the target 3.  You cannot push a larger target unless all of its space is within the blast.


Precipitation (Weather Witch Utility)
Better get out the umbrellas.
Encounter • Psi
Standard Action      Close Burst 3
Effect:   You wring moisture out of the air, causing precipitation apropriate to the prevailing conditions - rain on a spring day, oppressive humidity in summer, fog, snow, hail or sleet in winter, etc.  Indoors, you create a dank mist that causes water to bead on exposed surfaces.  You create a zone in the area of the Burst.  Any creature (or object or anything else) in the zone has concealment and resist 10 Fire.  Less dramatic precipitation can also occur for miles around.
Sustain(minor):  The zone persists, if you move, it moves up to 3 squares towards you.


Tornado Warning (Weather Witch Expert)
Where did that trailer park come from?
Encounter • Psi, Physical
Standard Action             Area Burst 2 w/in 20
Target: Each creature in burst.
Attack: INT + your level vs. REF
Hit:   3d6 + INT + levelx2 physical damage and you slide the target 3 squares and knock it prone.
Miss:  1d6 +INT + level physical damage and the target drops prone.
     



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 23, 2010 - 8:13AM #46
Wulv
Date Joined: Oct 23, 2010
Posts: 19
Any chance of compiling these into a PDF document ?
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3 years ago  ::  Oct 23, 2010 - 8:47AM #47
Chandrak
  • Stampeding Hybrid
Date Joined: Aug 14, 2005
Posts: 862

Oct 23, 2010 -- 8:13AM, Wulv wrote:

Any chance of compiling these into a PDF document ?




Yes, 100%. I plan on compiling them all sometime next week, and AH-Anarchy has agreed to consider making origin power cards for us as well, to match the core cards he's designed. He hasn't said yes officially, just agreed to consider it once we've got a PDF available so he can see the powers.

Oh also, I realized I forgot to include DoctorComic's Amphibious origin he posted in some other thread. And that makes 20!

Sorry about lack of formatting; Im in a hurry today.

Amphibian Show


Amphibian                                -- By DoctorComics


 


Mutant Type: Dexterity; Bio; +2 to bio overcharge.


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


Swim Speed (Level 1): You have a swim speed of 6.


All-Around Vision (Level 1): You are never surprised.


Amphibian Critical (Level 2 or 6): When you score a critical hit, you let out a croak of triumph which dazes any creature adjacent to you until the end of your next turn.


 


Grasping Tongue (Amphibian Novice)
This thing isn't just for show, baby.
At-Will • Bio
Minor Action Melee 3
Target: One creature
Attack: Dexterity + your level vs. Ref
Hit: The target is pulled 2 squares. 


Prodigious Leap (Amphibian Utility)


Gotta go.
Encounter • Bio
Move Action
Effect: You jump your speed, shifting through enemy squares as long as you end in an unoccupied square.


Swallow (Amphibian Expert)


I don't know what's more disgusting, that you can swallow a man whole,


 or that you would want to.
Encounter • Bio
Standard Action Melee 1
Target: One creature of your size or smaller
Attack: Dexterity + your level vs. Ref
Hit: The target takes 2d10 + your level physical damage and is removed from play until the beginning of your next turn. It cannot take actions during this time.

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3 years ago  ::  Oct 23, 2010 - 12:54PM #48
Chandrak
  • Stampeding Hybrid
Date Joined: Aug 14, 2005
Posts: 862
Question for Tony: Some of those powers in your last 3 origins didnt have '+ your level' as part of the to-hit line. Was this a mistake, or on purpose?

I'm thinking that if a power should be inaccurate, a penalty to the roll would be better, because leaving off + level, which all standard origins powers have, really cripples you as you go up in levels since all bonuses are built in.
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3 years ago  ::  Oct 23, 2010 - 1:03PM #49
Chandrak
  • Stampeding Hybrid
Date Joined: Aug 14, 2005
Posts: 862
Updated the first post as well.
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3 years ago  ::  Oct 23, 2010 - 11:53PM #50
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,714
Mistake.  I'm used to using Stat v Def as a shorthand in 4e.  I think I generally remembered to add level or 2xlevel to damage, though.  I'll give 'em all a quick once-over.   
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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