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3 years ago ::
Oct 19, 2010 - 9:44AM
#21
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Date Joined:
Aug 14, 2005
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Upcoming new custom origins: (In Progress)
Reptillian – Well we’ve got cats, apes, cockroaches, spiders, rats, squid… why not lizards? Radiant – Light/Blinding powers Cosmic – Astral beings that float through the universe and ignore physical laws. Mutating – Powers that induce random mutations in themselves and others. Gamma – Beings that warp terrain around them.
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3 years ago ::
Oct 19, 2010 - 1:09PM
#22
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Date Joined:
Sep 26, 2001
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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.
There is a 'tentacles' mutation card.
More furry mutants than just the Felinoid and the Yeti (Ursoid) might not be a bad idea, though. A scaly origin or two would be nice. Maybe a Serpent and a Warm-blooded Saurian?
"Saurian"
Show
Saurian
You are the result of 65 million years of evolution acting upon to the dinosaurs that lived happily ever after when that big rock missed their planet. You don't why these naked apes snicker at that thought.
Appearance: You are scaly but warm-blooded and upright, like a Velociraptor or T-Rex but without so much attitude. You have more brains than teeth in your head, which is only fitting for a civilzed creature with millions of years of culture and history.
Mutant Type: Constitution; Bio; +2 to Bio overcharge. Skill Bonus (Level 1): Gain a +4 to Conspiracy checks. Defense Bonus (Level 1): +2 to Reflex Theropod Gait (Level 1): You add +1 to your speed. When you run, add a further +3 to your speed intead of +2. Saurian Critical (Level 2 or 6): When you score a critical hit you deal 1d10 extra damage on that attack and shift up to 3 squares away from the target.
Tail Lash (Saurian Novice) You saunter away from your attackers, casually knocking them down with your tail. Oops, you should be more careful. At-Will Bio, Physical Standard Action Melee: 2 Target: One creature. Attack: CON + your level vs. REF. Hit: 1d8 + your CON mod physical damage and the target is knocked prone. You do not provoke an OA if you move away from the target while it is prone.
Evolutionary Stasis (Saurian Utility) Your DNA has worked fine for millions of years, why change it now? Encounter • Bio Not An Action Personal Trigger: You experience an Alpha Surge. Effect: Instead of discarding and re-drawing one of your mutations, you can 'un-tap' a mutation you have used, regaining use of it again this encounter.
Disemboweling Slash (Saurian Expert) The large sickle-like claw on your second toe is an unpleasant reminder of your species's bloody origins. This is what they get for reminding you. At Will • Bio, Physical Standard Action Melee 1 Target: One prone creature. Attack: Constitution + your level vs. AC Hit: 2d10 + CON Mod + twice your level physical damage and the target takes 5 ongoing physical damage and is slowed (save ends both). Miss: Half damage and no ongoing or slow, but you leap backwards, shifting 3 squares away from the target.
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 19, 2010 - 2:45PM
#23
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Date Joined:
Oct 17, 2010
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Dark Origins Illusionist
Shouldn't it be under Psi?
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3 years ago ::
Oct 19, 2010 - 5:26PM
#24
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Date Joined:
Sep 26, 2001
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Here's another.
"Darkling"
Show
Darkling
You are creature of darkness, born of shadow and endless night. No day-dweller can imagine the depth of your pain, your bleak distorted existance. Pass the cloves.
Appearance: You look like you should really get more sun. Well, any sun at all, really.
Mutant Type: Wisdom; Dark; +2 to Dark overcharge. Skill Bonus (Level 1): Gain a +4 to Stealth checks. Defense Bonus (Level 1): +2 to Will One with the Shadows (Level 1): Anytime you have concealment you gain Resist 5 to all damage. Well, except Laser damage, which you always have vulnerable 5 to. Darkling Critical (Level 2 or 6): When you score a critical hit you deal 1d10 extra damage on that attack and target is overwhelmed with the pointlessness of existance (dazed) until the end of your next turn.
Sneak Attack (Darkling Novice) It's really not fair to shoot someone in the back. But, then, if the universe were fair, you wouldn't exist. At-Will Dark, Weapon Standard Action Melee or Ranged: Weapon Target: One creature that you have concealment, surprise or Combat Advantage against. Attack: WIS + level + weapon Acc vs AC Hit: 1[W] + WIS + twice your level damage, if you are using a light weapon, inflict +2d6 addtional damage.
My Dark Soul (Darkling Utility) You plumb the depths of your inner darkness, and share the results of your introspection. Encounter • Dark Minor Action Personal Effect: Discard any of your readied mutations that are not Dark. Draw from the DM's deck until you've replaced them with Dark mutations.
It Really is That Bad (Darkling Expert) They think listenning to you is depressing, wait until you get into their heads. At Will • Dark, Psychic Standard Action Range 10 Target: One Bloodied Creature. Attack: WIS + your level vs. WILL Hit: 2d8 + WIS Mod + twice your level psychic damage, and the target moans so pitiously that its nearest ally makes a basic attack against it to put it out of it's misery.
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 - 9:44AM
#25
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Date Joined:
Aug 14, 2005
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Hehe, both the Saurian and the Darkling have utility powers that are pretty much idententical to the origins Im working on know. Guess we think alike :P
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3 years ago ::
Oct 20, 2010 - 9:48AM
#26
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Date Joined:
Aug 14, 2005
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Dark Origins Illusionist
Shouldn't it be under Psi?
I decided that since Dark origins encompass 'Energy that pervades the universe', including energy-keyword based powers, than any Magical origins should probably be Dark.
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3 years ago ::
Oct 20, 2010 - 10:11AM
#27
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Date Joined:
Oct 17, 2010
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Dark Origins Illusionist
Shouldn't it be under Psi?
I decided that since Dark origins encompass 'Energy that pervades the universe', including energy-keyword based powers, than any Magical origins should probably be Dark.
Illusions are all about messing with the mind. So why is it's origin magic, and not that magic isn't cool but this is supposed to be mainly sci-fi and i think it meant fantasy more as the monster and creatures rather than magic. And maybe there should be that magic was left in some of the alternate dimensions but two or three origins is enough, if not too much.
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3 years ago ::
Oct 20, 2010 - 10:16AM
#28
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Date Joined:
Sep 26, 2001
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There could certainly be a 'Mind Deciever' Psi origin that projects illusions into the heads of it's victims.
I can see where Chandrak is going with this. 'Dark' (in spite of the goofy take I did with the Darkling) mutations tap 'Dark Energy' which, like 'Dark Matter,' theoretically exists to make scientists' math work out, even though no one can find evidince to support it (Kinda like Expertise Feats, really). Dark Energy makes a good sci-fi rationale for something that acts like magic.
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 - 10:23AM
#29
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Date Joined:
Oct 17, 2010
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There could certainly be a 'Mind Deciever' Psi origin that projects illusions into the heads of it's victims.
I can see where Chandrak is going with this. 'Dark' (in spite of the goofy take I did with the Darkling) mutations tap 'Dark Energy' which, like 'Dark Matter,' theoretically exists to make scientists' math work out, even though no one can find evidince to support it (Kinda like Expertise Feats, really). Dark Energy makes a good sci-fi rationale for something that acts like magic.
Yes, that makes sense however I don't think that is necessary with the Illusionist.
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3 years ago ::
Oct 20, 2010 - 10:41AM
#30
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Date Joined:
Sep 26, 2001
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"Mind Deciever"
Show
Mind Deciever
You project false sensory impressions into the minds of your victims. It's fun to watch them run around sreaming 'get it off me! get it off me!' Well, you think it's fun.
Apearance: You're a slim, neat, attractive mutant. At least, that's what everyone sees when they look at you. Mutant Type: CHA; Psi; +2 to Psi overcharge. Skill Bonus (Level 1): Gain a +4 to Interaction checks. Defense Bonus (Level 1): Gain a +2 to Will. Group Telepathy (Level 1): All the cool Psi's have it. Deciever Critical (Level 2 or 6): When you score a critical hit, your target is momentarily 'mindscaped' and stops interacting with the real world, it is stunned until the start of your next turn.
Get It Off Me! (Deciever Novice) Your victim believes that repulsive creatures - bugs, bats, worms, bunnies, whatever he finds repulsive - are crawling all over him. At-Will • Psi, Illusion, Psychic Standard Action Ranged 10 Target: One creature Attack: CHA + your level vs. Will Hit: 1d6 + Intelligence modifier + your level psychic damage, and the target is slowed until the end of it's next turn. What Was That? (Deciever Utility) You project subtle sensory impressions onto the edges of your victim's awareness. Encounter • Psi, Illusion Minor Action Close Burst 10 Effect: Each enemy in the burst grants combat advantage and takes a -4 penalty to passive perception and insight until the end of your next turn. If used out of combat, only the passive skill penalty aplies, but the effect lasts long enough for you and each of your allies to make skill a check against the reduced targets.
Nightmare Killer (Deciever Expert) You bring a fearsome creature from your victim's darkest nightmares into his waking perceptions. Again, it could be a clown or a bunny - 'fearsome' is so subjective. Encounter • Psi, Illusion, Psychic Standard Action Ranged 10 Target: One creature Attack: CHA + your level vs. Will Hit: You slide the target your CHA in squares, and the target is Dazed (save ends) until you hit with the secondary attack. While the target is Dazed make a secondary attack at the start of the target's turn:
Nightmare Killer Attack Effect: Before the attack, you slide the target your CHA mod in squares. Attack: CHA + your level -2 vs. REF (The target does not grant Combat Advantage vs this attack) Hit: 4d8 + CHA mod + 2x level psychic damage and the target is unconscious (save ends). He is no longer Dazed and you can no longer make the secondary attack.
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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