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  1. - Top - End - #1
    Pixie in the Playground
     
    Planetar

    Join Date
    Sep 2010

    Default [Gamma World] Oz Theme Origins

    Oz Theme Origins

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    Inspired by the Hawkoid Simian here is a few Oz themed GW Origins

    Cowardly
    You have a simple method for resolving conflict; Run Away.
    You may be a gutless coward, but you continue to survive in a wasteland that has been the death of thousands of finer and braver men. You know what is most important to you, staying alive, and you will not hesitate to sacrifice others to insure your survival. Thankfully your winning ways and good looks
    Appearance: You are handsome, healthy, and well liked. It is only in times of peril do you turn into a pathetic, backstabbing, wimp.

    Cowardly Traits
    Mutant Type: Charisma; Psi; +2 to Psi overcharge.
    Skill Bonus (Level 1): Gain a +4 bonus to Conspiracy checks.
    Jumping At Shadows (Level 1): Gain a +2 bonus to Reflex.
    Clean Getaway (Level 1): Attacks that miss hitting you inflict no damage and have no effect on you.
    Desperate Escape (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you may shift one square away from your target.

    Cowardly Powers

    Object of Pity Novice
    Your friends know that you are useless in a fight and help you outEncounter ✇ Weapon, Psi
    Standard Action Melee 1
    Range: 10
    Target: One ally
    Effect: Any single ally within range can make an immediate basic attack against a foe adjacent to you with a bonus equal to your Charisma modifier.

    Battle Buddy
    Your friends often save you life, unwillingly.
    Encounter ✇ Psi
    Immediate Reaction Personal
    Requirement: You must be standing next to an "ally".
    Trigger: You are hit by an attack
    Effect: You shift one square away from your enemy, and your ally suffers the damage intended for you.

    Sucker Punch Expert
    You hit your foe an unexpected blow and run away.
    Encounter ✇ Weapon, Psi
    Standard Action Melee 1
    Target: One creature
    Attack: Charisma + your level + weapon bonus vs. Reflex
    Hit: 2[W] + Charisma modifier + twice your level damage and you may shift a number of squares equal to your speed away from your victim.
     
     
     
     
     
    Heartless
    You have no emotions and can contemplate actions others would never consider.
    You possess no emotions, compassion, or empathy. You may be guided by programmed logic, have suffered an massive emotional trauma, or obsessed with a specific goal. Whatever the cause, you are entirely fearless as well as loveless, joyless, passionless, and pitiless.
    Appearance: Blank, Colorless, Subdued. You remain pokerfaced in good, bad, or ugly circumstances.

    Heartless Traits
    Mutant Type: Constitution; Psi; +2 to Psi overcharge.
    Skill Bonus (Level 1): Gain a +4 bonus to Insight.
    Clinically Detached (Level 1): +2 to Will
    Goal Oriented (Level 1): Once per encounter you can re-roll any one d20 roll you make as part of an ability check, attack, saving throw, or skill check. You must use the second result, even if it is lower.
    No Mercy (Level 2 or 6): When you score a critical hit the target suffers 1d10 extra damage and you gain a +1 to attack rolls until the end of your next turn.

    Heartless Powers

    Fearless Charge Novice
    You race into battle great without fear
    Encounter ✇ Weapon, Psi
    Standard Action Melee 1
    Target: One creature
    Attack: Constitution + your level + weapon bonus vs. AC
    Hit: 1[W] + Constitution + twice your level damage.
    Effect: You shift your speed toward your foe before you make your attack roll.

    Free Runner
    You will find a way to overcome all obstacles
    Encounter ✇ Psi
    Free Action Personal
    Effect: You gain a +10 bonus to Athletic and Acrobatics checks and move freely through "difficult terrain" until the end of your next turn.

    Relentless Assault Expert
    You hit your foe an unexpected blow and run away.
    Encounter ✇ Weapon, Psi
    Standard Action Melee 1
    Target: One creature
    Attack: Charisma + your level + weapon bonus vs. Reflex
    Hit: 2[W] + Charisma modifier + twice your level damage and if your foe is reduced to zero hit points you may make a secondary basic attack against another target.
     
     
     
    Brainless
    Your skull is the only thing keeping your scalp inflated.
    You are a witless wanderer, surviving on instinct rather than education or reasoning. Brainless creatures often speak in gibberish or confounding riddles. Brainless encompass a wide variety of creatures including headless undead, lobotomized humans, born fools, pea brains, flat heads, atavists, and the possessed.
    Appearance: Depends on the secondary origin.

    Brainless Traits
    Mutant Type: Wisdom; Wisdom, Psi; +2 to Psi overcharge.
    Skill Bonus (Level 1): Gain a +4 bonus to Conspiracy.
    Meathead (Level 1): +2 to Fortitude
    Psychic Feedback (Level 1): A Psi attack power that misses the Brainless with be reflected back at the user as an immediate reaction (use the Brainless attribute scores for attack modifiers).
    Psychic Sponge (Level 2 or 6): When you score a critical hit the target suffers 1d10 extra damage and you regain your Wisdom modifier in hit points

    Brainless Powers
    Mental Void Novice
    You mindless banter can suck others into a mental vortex of oblivion
    Encounter ✇ Psi
    Standard Action Close Burst 3
    Targets: All creatures within burst
    Attack: Wisdom + your level vs. Will
    Hit: 1d6 + Wisdom + your level damage and "slowed" until the start of your next turn.

    No Worries, Be Happy
    You have nothing to worry about as far as you know.
    Encounter ✇ Psi
    Free Action Personal
    Effect: Grant a +2 bonus to any single d20 roll you make. You must accept the result of this roll, and can not re-roll it.

    Grand Malice Expert
    You can drive a group of creatures into a mass seizure.
    Encounter ✇ Weapon, Psi
    Standard Action Close Blast 5
    Target: All creatures within blast
    Attack: Charisma + your level + weapon bonus vs. Will
    Effect: 2d8 + Wisdom + your level in damage and knocked "prone".
    Last edited by grimgrin; 2011-04-14 at 07:12 PM.

  2. - Top - End - #2
    Pixie in the Playground
     
    Planetar

    Join Date
    Sep 2010

    Default Re: [Gamma World] Oz Theme Origins

    Wicked
    No goody two shoes will stop your wicked ways.
    What is Wicked? You follow your own drummer, play by your own rules, defy authority, and relentlessly pursue your own goals. Does this make you evil or only fiercely independent, and does body count matter? The fact that you are despised combined with your high charisma often results in a leadership role of other despised creatures and you have an affinity with vermin and fungi.
    Appearance: True “wicked” people are marked by an atypical characteristic to “goodly“ folk. Green skin is the most common hallmark. Less common signifiers are ugliness, albinism, unibrow, a lazy eye, a twisted spine, extreme ageing, crooked and irregular teeth, or an inability to conform to popular fashion.

    Wicked Traits
    Mutant Type: Charisma; Dark; +2 to Dark overcharge.
    Skill Bonus (Level 1): Gain a +2 bonus to Interaction and Conspiracy checks.
    Emotionally Scarred (Level 1): Gain a +2 bonus to Will.
    Utter Dissolution (Level 1): You gain resist 10 to “Dark“ powers, but emersion in water burns your skin (1d6 damage per turn) till you Stop-Drop-And-Roll Dry (fall prone and roll about for one full turn).
    Wicked Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and your target suffers 1d6 ongoing psychic damage (Save Ends).

    Wicked Powers
    Evil Eye Novice
    You can wound your opponent with your piercing gaze
    At Will ✇ Dark
    Standard Action Ranged 10
    Target: One creature
    Attack: Charisma + your level vs. Fortitude
    Hit: Your Charisma modifier + your level physical damage and your target is “weakened” until your next turn.

    Black Bile
    You secrete a toxic poison you can use to envenom your weapons
    At Will ✇ Weapon, Dark
    Move Action Touch
    Target: Self
    Effect: An hit with an envenomed weapon adds your Charisma Modifier as poison damage.
    Special: Black Bile decays quickly and will last only till the end of your turn.

    Wicked Ways Expert
    You inspire your allies to greater acts of cruelty
    Encounter ✇ Dark
    Standard Action Close Burst 3
    Target: All allies within burst
    Effect: An ally can add your Charisma modifier to their damage rolls until your next turn.



    Ragbag
    Within the scraps and rags covering your body are an assortment of useful devices
    Your shaggy appearance conceals a clever mind and an innovative spirit. You fine value in objects others consider worthless and can take a pile of junk and turn it into a variety of useful jury-rigged gadgets.
    Appearance: You are scruffy, unkempt, and wear an assortment of cast-off and patched clothing.

    Ragbag Traits
    Mutant Type: Intelligence; Dark; and +2 to Dark overcharge
    Skill Bonus (Level 1): Gain a +4 to Mechanics.
    Life on the Road (Level 1): +2 to Fortitude.
    Mr. Fix-It (Level 1): Once per day you gain a +4 bonus to salvage Omega Tech.
    Rag Bag Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you gain a random Omega Tech item from the DM deck at the end of the encounter.

    Rag Bag Powers
    Clutch Hitter Novice
    You have just the club head for this situation in your bag of tricks.
    Encounter Action ✇ Weapon, Dark
    Standard Action Melee 1
    Requirement: You must be wielding a blunt melee weapon
    Target: One creature
    Attack: Intelligence + your level + weapon bonus vs. AC
    Hit: 1[W] + Intelligence modifier + twice your level damage.
    Effect: You can choose the type of damage you inflict (physical, acid, cold, fire, electrical, radiation, or sonic type)

    Improvised Ammo
    You can create arrows or bullets out of odds and ends.
    Free Action ✇ Weapon, Dark
    Move Action Personal
    Requirement: You must be wielding a projectile ranged weapon
    Effect: You can load your own hand-crafted arrow or bullet as a move action. Instead of physical damage this improvised ammo may inflict acid, cold, fire, electricity, radiation, or sonic damage.

    Anarchist’s Cookbook Expert
    You carry enough bathtub explosives to blow all the noses on Mt. Rushmore.
    Encounter ✇ Dark
    Standard Action Area Burst 2 within 10 squares
    Target: All creatures in burst
    Attack: Intelligence + your level vs. Reflex
    Hit: 2d8 + Intelligence modifier + twice your level force damage.
    Effect: The explosive is either “blinding” or “deafening” to all targets until the start of your next turn.



    Husk
    Not a real creature but a facsimile used to frighten others.
    You can be a stuffed suit, a piece of taxidermy, voodoo doll, carved mannequin, or wax work. You may be filled with straw, sawdust, cotton, paper, or left hollow. Many find you frightening which is to your benefit; the only function of a scarecrow is to terrify others. Fear has become your primary attack and defense.

    Husk Traits
    Mutant Type: Constitution; Dark; and +2 to Dark overcharge
    Skill Bonus (Level 1): Gain a +4 to Stealth.
    Light Stepping (Level 1): +2 to Reflex
    Punching Bag (Level 1): You have resist 10 to physical damage.
    Husk Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and leave your enemy “dazed” until the end of your next turn.

    Husk Powers
    Scarecrow Novice
    You summon a flock of spectral birds which envelope all before you.
    Encounter ✇ Dark
    Standard Action Close Blast 3
    Target: All creatures in blast
    Attack: Constitution + your level vs. Fortitude
    Hit: Intelligence modifier + your level necrotic damage, and your target is “restrained” until the start of your next turn.

    You Do Voodoo
    You channel violence to strike a sympathetic blow of your own.
    Encounter ✇ Weapon, Dark
    Immediate Reaction, Personal
    Trigger: You are struck by an attack.
    Effect: Your attacker suffers the same amount of damage he dealt to you.

    Murder of Crows Expert
    You summon a vortex of spectral crows about yourself.
    Encounter ✇ Weapon, Dark
    Standard Action Close Burst 2
    Target: All creatures in burst
    Attack: Intelligence + your level vs. Will
    Hit: 2d10 + Intelligence modifier + your level necrotic damage.
    Miss: Half Damage
    Last edited by grimgrin; 2011-04-11 at 09:29 PM.

  3. - Top - End - #3
    Pixie in the Playground
     
    Planetar

    Join Date
    Sep 2010

    Default Not the most popular thread, Last Set, Last Hope

    I found the perfect graphic novel for an Oz Themed Gamma World

    OZF5 Gale Force: www.ozf5.com
    - "If the monkeys in Kansas don't wear rocket packs then how do they fly?"

    OZ: Straw and Sorcery - Another older comic gives Oz a dark fantasy twist

    Canine Origin is already covered in a Community Compillation

    Munchkin
    YOUR deft hands and sprightly footwork leave OTHERS in awe.

    Munchkin TRAITS
    MUTANT TYPE/KEY ABILITY: BIO; DEXTERITY, +2 TO BIO OVERCHARGE

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

    Nimble Feet (Level 1): Gain a +2 bonus to Reflex and a +2 bonus to AC vs. Opportunity Attacks.

    Lucky Dodge (Level 1): Once per encounter, you can force an opponent to re-roll a successful attack WITH A -2 PENALTY.

    Small Size (Level 1): You can not use two handed weapons.

    Munchkin Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you can shift one square after the attack.



    MUNCHKIN POWERS

    SUDDEN LUNGE - MUNCHKIN NOVICE
    You dart in and out of striking distance when attacking.
    At-Will * Physical, Weapon
    Standard Action - Melee 2
    Target: One creature
    Attack: Dexterity + your level + weapon accuracy vs. AC
    Hit: 1[W] + Dexterity modifier + twice your level physical damage.


    ROLLING TUMBLE - MUNCHKIN UTILITY
    You have learned to roll with the punches, literally.
    Encounter
    Immediate Interrupt - Personal
    Trigger: You are pushed, slid, or knocked prone by an attack
    Effect: You can shift your DEXTERITY modifier instead.


    LOW BLOW - MUNCHKIN EXPERT
    Your small stature allows for the perfect placement of a crushing blow.
    Encounter * Physical, Weapon
    Standard Action - Melee or Ranged weapon
    Target: One creature
    Attack: Dexterity + your level + weapon accuracy vs. AC
    Hit: 2[W] + Dexterity modifier + your twice level physical damage, and your target is "dazed" (save ends).



    Pumpkinhead
    A massive gourd lies atop your shoulders.

    Pumpkinhead Traits
    MUTANT TYPE/KEY ABILITY: BIO; STRENGTH, +2 TO BIO OVERCHARGE

    Skill Bonus (Level 1): Gain a +4 bonus to ONE SKILL CHECK per day.

    Hard Rind (Level 1): Gain a +2 bonus to Fortitude.

    Smashing Pumpkin (Level 1): You can always use your head as a heavy two handed melee weapon and add your INT modifer to damage you inflict with it for basic melee attacks only.

    Pumpkinhead Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and inflict your STR modifier physical damage to any other adjacent opponent with an unexpected head butt.


    PUMPKINHEAD POWERS


    Seed Spitter - PUMPKINHEAD NOVICE
    You gourd is filled with hard dried seeds.
    At-Will * Bio, Physical
    Standard Action - Ranged 5
    Target: One creature
    Attack: Dexterity + your level + weapon accuracy vs. AC
    Hit: 1d10 + Dexterity modifier + twice your level physical damage.


    Lose Your Head - PUMPKINHEAD UTILITY
    Your Pumpkin tumbles free and rolls about the battlefield.
    At Will
    Immediate Interrupt - Personal
    Trigger: You are paralyzed or immobilized
    Effect: You pumpkinhead seperates from the rest of your body. You can still move your speed and make unarmed basic melee attacks but your body is a "helpless" target for your enemies until you move adjacent to it and rejoin it (minor action).


    Pumpkin Strike - PUMPKINHEAD EXPERT
    You roll your head at your enemies and knock them down like tenpins.
    Encounter * Bio, Physical
    Standard Action - range 5 area BLAST 3
    Target: all creatures in BLAST
    Attack: Strength + your level + weapon accuracy vs. AC
    Hit: 1d10 + Strength modifier + your twice level physical damage, and your target is knocked prone.





    Chickenoid
    You are covered with soft feathers, have a beak, three toed feet, and lay eggs.

    Chicken Traits
    MUTANT TYPE/KEY ABILITY: BIO; Intelligence, +2 TO BIO OVERCHARGE

    Skill Bonus (Level 1): Gain a +1 bonus to INT based skills (egg head).

    Henpecked (Level 1): Gain a +2 bonus to Will.

    Egg Roll (Level 1): Whenever you roll a "1" with your damage die you also inflict "blindness" on your target till the start of your next turn.

    Chicken Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d6 extra damage, and also inflict the "blindness" on the target until the end of your next turn.

    CHICKEN POWERS


    Scratch and Peck - CHICKEN NOVICE
    You have sharp claws on your feet and a sharp beak.
    At-Will * Bio, Physical
    Standard Action - Melee 1
    Target: One or two adjacent creatures
    Two Attacks: Intelligence + your Level vs. Fort
    Damage: 1d6 + Intelligence modifier + twice your level per attack.


    Chickenwing - CHICKEN UTILITY
    You can accieve true flight but can rise up, hover, and slowly drop.
    At Will
    Immediate Interrupt - Personal
    Trigger: You are falling
    Effect: If you are conscious and have two free arms, you can flap to a gentle landing (unless you land in an acid pool, fire, etc.). You can also rise a number of vertical squares equal to your level for a number of rounds equal to your level.


    Rotten Egg Toss - CHICKEN EXPERT
    You throw one of your rotten eggs at an enemy and release a corrosive gas.
    Encounter * Bio, Acid
    Standard Action - range 5 area burst 1
    Target: all creatures in burst
    Attack: Intelligence + your level vs. Fort
    Hit: 1d6 acid damage + Intelligence modifier + your twice level physical damage, and your primary target is "dazed" until the start of your next turn.
    Last edited by grimgrin; 2011-04-16 at 08:07 PM.

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