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3 years ago ::
Nov 08, 2010 - 2:23PM
#1
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Date Joined:
Apr 17, 2008
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Any comments on these? EMPATHToy with Their Emotions Empath Novice With a simple tug of the heartstrings, you throw your enemy's emotions out of balance. At-Will * Psi Minor Action Close Burst 5 Target: One creature in burst Attack: Charisma + your level vs. Will Hit: The target grants combat advantage until the end of your next turn. Special: You can choose this power instead of Vitality Transfer as your novice Empath power. GIANTFee, Fie, Foe, Fum Giant Novice You can easily reach over adjacent allies or foes to strike your target. At-Will * Bio, Physical, Weapon Standard Action Melee 2 Requirement: You must be wielding a two-handed melee weapon. Target: One creature Attack: Strength + your level + weapon accuracy vs. AC Hit: 1[W] + Strength modifier + twice your level physical damage. Special: You can choose this power instead of Brickbat as your novice Giant power. HAWKOIDAirstrike Hawkoid Novice From way up here, it's easy to look down on your foes. At-Will * Bio, Physical, Weapon Standard Action Ranged weapon Requirement: You must be wielding a ranged weapon. Target: One creature Effect: You fly your speed and at any time during your movement you can make the following attack. Attack: Wisdom + your level + weapon accuracy vs. AC. You do not receive the normal -2 penalty to attack rolls for attacking while flying if you attack when directly over your target. Hit: 1[W] + Wisdom modifier + your level physical damage. Special: You can choose this power instead of Terrifying Shriek as your novice Hawkoid power. HYPERCOGNITIVEDefensive Feint Hypercognitive Novice You make a quick, calculated strike and then prepare yourself for your foe's counterattack. At-Will * Psi, Physical, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: 1[W] + Wisdom modifier + weapon accuracy vs. Reflex Hit: 1[W] + your level physical damage, and you gain a +2 bonus to all defenses until the start of your next turn. Special: You can choose this power instead of Uncanny Strike as your novice Hypercognitive power. PLANTAnother Vine Mess Plant Novice Your vines writhe around the battlefield and drag your foe along with them. At-Will * Bio, Physical Standard Action Melee 2 Target: One creature Attack: Constitution + your level vs. Fortitude Hit: 1d6 + Constitution modifier + your level physical damage, and you slide the target one square. Special: You can choose this power instead of Lashing Creepers as your novice Plant power. RAT SWARMSpread Out! Rat Swarm Novice You spread out in a wide swarm, biting and nibbling at your foes, then pull yourself back together in a new location. At-Will * Bio, Physical Standard Action Close burst 1 Target: Each enemy in burst Attack: Dexterity + your level vs. AC Hit: Dexterity modifier + your level physical damage, and you shift one square. Special: You can choose this power instead of Swarm! as your novice Rat Swarm power. SPEEDSTERWhirlwind Spin Speedster Novice You spin in a tight circle, weapon in your hand, as you slice your slower foes to ribbons. At-Will * Psi, Physical, Weapon Standard Action Melee weapon Target: Each enemy in burst Attack: Dexterity + your level + weapon accuracy vs. AC Hit: 1[W] + your level physical damage. Special: You can choose this power instead of Quick Attack as your novice Speedster power. YETIBigger Claws Yeti Novice You score a hit and lash out savagely with your sharp claws. At-Will * Bio, Physical Free Action Melee 1 Trigger: You make a successful unarmed attack. Target: One adjacent creature Hit: 1d10 + your level physical damage. Special: You can choose this power instead of Big Claws as your novice Yeti power.
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3 years ago ::
Nov 08, 2010 - 2:56PM
#2
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Date Joined:
Nov 22, 2001
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Very well done. I wonder if Far-Go will have alternate At-Wills for all the origins that lack them.
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3 years ago ::
Nov 08, 2010 - 5:26PM
#3
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Date Joined:
Jun 21, 2008
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These make me happy - I'd much rather have at-will powers at Novice.
I'm a copy these for use with my mutants.
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3 years ago ::
Nov 08, 2010 - 7:07PM
#4
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Date Joined:
Aug 29, 2007
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Nice Work.
I've honestly wondered if the Encounter Novice Powers were actually errors. What happens if you roll a Hawkiod Emphath with Str Con Dex and Int all under 13?
You'll only have two attacks that can hit anything then you just have to hope the rest of the party can handle the situation while you cower in the back.
I think the powers you designed could definately help someone in the situation I described above.
For my home game I've made the assumption that all Novice powers are Standard Action At-Wills.
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3 years ago ::
Nov 08, 2010 - 7:13PM
#5
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Date Joined:
Apr 17, 2008
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The encounter novice powers were clearly meant to be encounter powers -- most of them are too powerful to be at-wills, even in Gamma World.
I suspect that the "what if you roll up a crappy Hawkoid Empath" situation is meant to mimic previous versions of Gamma World where, indeed, you could roll up a crappy character and you were just stuck with it.
In such a case, I recommend getting killed off as soon as possible, to be honest! Which is more entertaining than whining at the GM because your character sucks.
That said, I think it's fair to allow players to switch out for an at-will if the GM allows, which is why I wrote up these. Some were made specifically to address the situation describe here -- a Hawkoid Empath under these house rules would have the possibility of two at-wills, one which makes the target grant combat advantage as a minor action and another which lets them fly over someone and shoot them with a Wisdom-based ranged attack.
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3 years ago ::
Nov 08, 2010 - 8:04PM
#6
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Date Joined:
Aug 29, 2007
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Yah, I guess they are pretty powerful, but one of my players has a 3 Constitution so it sort of balances out. The two alternate At-Wills are definately a fair option and I hope WotC does something like what you've described.
However I do have a bone to pick:
If your right about being able to roll up crappy characters, I would like to see more diversity in the crappyness. Where are the Yetis that can't lift over 25 lbs? The Speedsters that can't walk and chew gum? The Androids with serious cognitive deficits? Darn it! I want more crap!
And as a GM I love the whinning. It makes me feel important.
JK
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3 years ago ::
Nov 08, 2010 - 8:09PM
#7
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Date Joined:
Mar 11, 2010
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you know you could just make the encounter powers at-wills. they're actually less powerful than some other at-wills, if you look.
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3 years ago ::
Nov 08, 2010 - 10:05PM
#8
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Date Joined:
Jul 16, 2008
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Wow, I had no idea that those novice powers were encounter powers in the first place.
Why not have them be purple like all the powers that actually are encounter powers?
How are those powers balanced, as some encounter novice powers are blatantly worse than some at will novice powers?
I mean I get Gamma World isn't as geared toward character balance as 4E, but seriously this makes little to no sense.
Is it a horrible typo or bad game design?
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3 years ago ::
Nov 09, 2010 - 10:23AM
#9
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Date Joined:
Apr 17, 2008
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I think it's a valid game design. The idea being that there are some mutations which just aren't as useful as others.
What they didn't check for, though, was whether or not they were cheesing out the Wis/Cha mutants.
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3 years ago ::
Nov 09, 2010 - 1:04PM
#10
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Date Joined:
Aug 19, 2006
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Nice alternate powers!
Also this thread served to surprise me about the fact there was any encounter novice powers.
The Giant and Plant ones seem to me the only ones which would be slightly overpowered if they were At-Wills. Like for example the original Hyperbog novice power resembles a druid At-Will from 4e.
Still I must say I like the new Giant and Hawkiod powers presented here.
http://collectingrealities.blogspot.co.nz/
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