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Dungeons & Dra.. Gamma World Alternate Powers for Origins without At-Wills
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3 years ago  ::  Nov 08, 2010 - 2:23PM #1
Oraibi
Date Joined: Apr 17, 2008
Posts: 438
Any comments on these?


EMPATH


Toy 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.



GIANT


Fee, 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.



HAWKOID


Airstrike                                                             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.


 


HYPERCOGNITIVE


Defensive 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.


 


PLANT


Another 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 SWARM


Spread 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.


 


SPEEDSTER


Whirlwind 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.


 


YETI


Bigger 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
moosekickedmysisterstoof
Date Joined: Nov 22, 2001
Posts: 155
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
Caz_Granberg
Date Joined: Jun 21, 2008
Posts: 85
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
BioQuack
Date Joined: Aug 29, 2007
Posts: 3
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
Oraibi
Date Joined: Apr 17, 2008
Posts: 438
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.
Gamma World Downloads: Character sheets, GM screen, adventures, monsters, house rules, cards, and more!
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3 years ago  ::  Nov 08, 2010 - 8:04PM #6
BioQuack
Date Joined: Aug 29, 2007
Posts: 3
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
stonewynd
Date Joined: Mar 11, 2010
Posts: 115
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
DavalThunderstone
Date Joined: Jul 16, 2008
Posts: 25
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
Oraibi
Date Joined: Apr 17, 2008
Posts: 438
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.
Gamma World Downloads: Character sheets, GM screen, adventures, monsters, house rules, cards, and more!
You can usually find my posts at the Gamma World forum.
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3 years ago  ::  Nov 09, 2010 - 1:04PM #10
Cryoghoul
Date Joined: Aug 19, 2006
Posts: 82
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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Dungeons & Dra.. Gamma World Alternate Powers for Origins without At-Wills
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