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3 years ago ::
Oct 18, 2010 - 2:31PM
#11
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Date Joined:
Apr 17, 2008
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The sharkoid's critical power is probably a little too much.
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3 years ago ::
Oct 18, 2010 - 2:43PM
#12
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Date Joined:
Oct 17, 2010
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The sharkoid's critical power is probably a little too much.
Is that better?
I meant to put 1d6 since it was save ends but that was probably still too good, so now it's 1d10 with just another way to get him restrained for the experienced power.
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3 years ago ::
Oct 18, 2010 - 2:47PM
#13
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Date Joined:
Apr 17, 2008
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Yeah, the new one is better. :D
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3 years ago ::
Oct 18, 2010 - 3:54PM
#14
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Date Joined:
Aug 14, 2005
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Updated the list with Sharkoid  I'd be willing to take a few requests for origin types. Cant guarantee I'll do em all, but if someone suggests something and I can think of a good way to do it, I'm game.
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3 years ago ::
Oct 18, 2010 - 4:14PM
#15
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Date Joined:
Oct 26, 2008
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I'm really lovin' the people in this forum. So much great community created items  Awesome contributions Chandrak!!! I plan on using these origins during our groups next session.
_________________________________________________________ Craedus - Gatherer of new GW locales for the GW Community Atlas
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3 years ago ::
Oct 18, 2010 - 6:23PM
#16
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Date Joined:
Sep 26, 2001
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I'm amazed that WotC didn't do a Teleporter. In the original, there were teleportation, planar-gate-opening, and even time travel mutations.
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 18, 2010 - 6:33PM
#17
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I'm amazed that WotC didn't do a Teleporter. In the original, there were teleportation, planar-gate-opening, and even time travel mutations.
In the first "expansion" there is a temporal origin, don't recall if the other two get anything similar. I'm kinda surprised after two lists there is no dog people (Canioid I guess), especially after hearing some people talk about a race of them in game (I'm new to Gamma World).
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3 years ago ::
Oct 18, 2010 - 7:15PM
#18
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Date Joined:
Sep 26, 2001
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Yes, the Ark were a race of mutated dogs that (like Badders and Grens and others) have been with Gamma World since the beginning. They're violent critters, and consider human hands a particular delicacy. Really, I think they probably existed just for that joke.
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 18, 2010 - 7:47PM
#19
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Would be interesting if we had enough of these to fill out some d20 tables.
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3 years ago ::
Oct 19, 2010 - 5:19AM
#20
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Date Joined:
Aug 14, 2005
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Would be interesting if we had enough of these to fill out some d20 tables.
That's what I'm hoping, even it if it means doing it myself.
Tony, there are a few Alpha Mutations involving time-travel and teleportation. That was part of the reason I decided on making the Teleporter - used on or two of those as an idea template for the powers that Origin got.
As for Canoid - there are a whole bunch of antho species as monsters that dont get treatment as origins. Off the top of my head, there's Pigs, Badgers, and Rabbits in the intro adventure. I think there were one or two others in the monster list in addition to those.
The one I was surprised about was Squidling, since theres a big ol picture of an octopus woman on the cover, and I didnt see a monster or an origin relating to that.
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