Campaign of the Month: October 2011

Gamma World: Oasis

Gamma World Origins as D&D Races

What D&D4E lacks, clearly, is the ability to play horrible mutants as you venture into the Fantasy-Based Wilderness. So, here’s an attempt to let you play Gamma World “races” as paladins, rogues, wizards and so on in your D&D4E campaign. (Omitting flavor-text stuff).

Basically, combine the benefits of two of the below origins, put a hyphen between them, and boom! New D&D race. Allow bonuses to stack, such as racial bonuses, because, effectively, they’re coming from the combined race you just created. You get the idea.

Say, for example, you wanted to play a Felinoid Swarm Rogue – a precious pack of pussies with a penchant for pickpocketing – you’d take the two templates and they’d look something like this:

Felinoid Swarm
* Ability Score: +4 Dexterity
* Skill Bonus: +4 Stealth
* Catlike Reflexes: You gain a +1 racial bonus to your Reflex defense.
* Swarm Defense: You gain resist all damage from melee and ranged attacks 1 + one half your level, and vulnerable all damage from area and close attacks 1 + one half your level.
* Feline Speed: You gain a +1 bonus to speed while wearing light or no armor.
* Catfall: You take no damage from falls of 50 feet or less, and you always land on your feet when you fall.
* Crawling Mass: You can’t be knocked prone.
* Slashing Claws: You can use slashing claws as an encounter power.
* Swarm!: You can use swarm! as an encounter power.

Add your class abilities, add salt to taste, and violin, you have yourself a multitude of murderous mewlers.

Please note: none of these have been play-tested or balanced. I don’t know how they’ll perform in your particular D&D4E campaign.

You can make the following assumptions about all these origins, unless something in the racial block contradicts:

  • Size: Medium
  • Speed: 6 squares
  • Vision: Normal
  • Languages: Common, choice of one other
  • In the case of powers taken from the Gamma World books, halve any bonus that you would add from level – for example, if a power says to add your level to the damage, instead add one-half your level.
Android (Gamma World, p36)
* Ability Score: +2 Intelligence
* Skill Bonus: +2 Thievery
* Built to Last: You gain a +1 racial bonus to your Will defense.
* Machine Powered: You do not need to eat, drink, or breathe.
* Machine Grip: You can use machine grip as an encounter power.
Cockroach (Gamma World, p37)
* Ability Score: +2 Constitution
* Skill Bonus: +2 Endurance
* Scurry and Skitter: You gain a +1 racial bonus to your Reflex defense.
* Bug Legs: You can climb your speed. You can even climb upside down across horizontal surfaces. You can’t attack while climbing.
* Eau De Roach: You can use eau de roach as an encounter power.
Doppelganger (Gamma World, p38)
* Ability Scores: +2 Intelligence
* Skill Bonuses: +2 History
* Not Really There: You gain a +1 racial bonus to your Reflex defense.
* Double Trouble: You can use double trouble as an encounter power.
Electrokinetic (Gamma World, p39)
* Ability Score: +2 Wisdom
* Skill Bonus: +2 Nature
* Lightning Reflexes: You gain a +1 racial bonus to your Reflex defense.
* Natural Battery: You have resist lightning 5 + one-half your level.
* Electric Boogaloo: You can use electric boogaloo as an encounter power.
Empath (Gamma World, p40)
* Ability Score: +2 Charisma
* Skill Bonus: +2 Diplomacy
* Pacifying Aura: You and each ally adjacent to you never grant combat advantage.
* Vital Presence: Allies adjacent to you gain a +5 to death saving throws.
* Vitality Transfer: You can use vitality transfer as an encounter power.
Engineered Human (Gamma World, p56)
* Ability Score: +2 Intelligence
* Skill Bonuses: +2 Arcana, +2 Diplomacy
* Engineered Resilience: You gain a +1 racial bonus to your Fortitude, Reflex and Will defenses.
* Tech Affinity: +2 to Thievery when using it to disable a trap or open a lock.
* Bold Attack: You can use bold attack as an encounter power.
Felinoid (Gamma World, p41)
* Ability Score: +2 Dexterity
* Skill Bonus: +2 Stealth
* Catlike Reflexes: You gain a +1 racial bonus to your Reflex defense.
* Feline Speed: You gain a +1 bonus to speed while wearing light or no armor.
* Catfall: You take no damage from falls of 50 feet or less, and you always land on your feet when you fall.
* Slashing Claws: You can use slashing claws as an encounter power.
Giant (Gamma World, p42)
* Ability Score: +2 Strength
* Skill Bonus: +2 Athletics
* Just Tough: You gain a +1 racial bonus to your Fortitude defense.
* Encumbered Speed: You move your speed, even while wearing heavy armor or carrying a heavy load.
* Brickbat: You can use brickbat as an encounter power.
Gravity Controller (Gamma World, p43)
* Ability Score: +2 Constitution
* Skill Bonus: +2 Athletics
* It Fell Sideways!: You gain a +1 racial bonus to your Reflex defense.
* Gravity by Choice: You take no damage from falling.
* Gravitational Pulse: You can use gravitational pulse as an encounter power.
Hawkoid (Gamma World, p44)
* Ability Score: +2 Wisdom
* Skill Bonus: +2 Perception
* Flight: You have a fly speed equal to your speed. While flying, you take a -2 penalty to attack rolls.
* Terrifying Shriek: You can use terrifying shriek as an encounter power.
Hypercognitive (Gamma World, p45)
* Ability Score: +2 Wisdom
* Skill Bonus: +2 Insight
* Forseen Consequences: You gain a +1 racial bonus to your Reflex defense.
* Unsurprisable: You gain a bonus to initiative equal to 5 + one-half your level.
* Uncanny Strike: You can use uncanny strike as an encounter power.
Mind Breaker (Gamma World, p46)
* Ability Score: +2 Charisma
* Skill Bonus: +2 Intimidate
* Unbreakable Mind: You gain a +1 racial bonus to your Will defense.
* Group Telepathy: While you’re conscious, you and each ally within 10 squares of you can mentally communicate with one another.
* Psychic Assault: You can use psychic assault as an encounter power.
Mind Coercer (Gamma World, p47)
* Ability Score: +2 Charisma
* Skill Bonus: +2 Diplomacy
* Labyrinthine Mind: You gain a +1 racial bonus to your Will defense.
* Group Telepathy: While you’re conscious, you and each ally within 10 squares of you can mentally communicate with one another.
* Mental Push: You can use mental push as an encounter power.
Plant (Gamma World, p48)
* Ability Score: +2 Constitution
* Skill Bonus: +2 Nature
* Hardened Bark: You gain a +1 racial bonus to your Fortitude defense.
* Vulnerable to Fire: You have vulnerability fire 5.
* Lashing Creepers: You can use lashing creepers as an encounter power.
Pyrokinetic (Gamma World, p49)
* Ability Score: +2 Wisdom
* Skill Bonus: +2 Intimidate
* Fire Resistance: You have resist fire 5 + one-half your level.
* Fiery Aura: Whenever a creature ends its turn adjacent to you, it takes fire damage equal to 1 + one-half your level.
* Fiery Flare: You can use fiery flare as an encounter power.
Radioactive (Gamma World, p50)
* Ability Score: +2 Constitution
* Skill Bonus: +2 Heal
* You’ve Had Worse: You gain a +1 racial bonus to your Fortitude defense.
* Gamma Tolerance: You have resist radiant 10 + one-half your level.
* Radiation Eyes: You can use radiation eyes as an encounter power.
* Seismic* (Gamma World, p52)
* Ability Score: +2 Strength
* Skill Bonus: +2 Athletics
* Armored Skin: You have resist physical 5 + one-half your level.
* Ponderous: Take -1 penalty to speed.
* Seismic Stomp: You can use seismic stomp as an encounter power.
Speedster (Gamma World, p53)
* Ability Score: +2 Dexterity
* Skill Bonus: +2 Acrobatics
* Just a Blur: You gain a +1 racial bonus to your Reflex defense.
* Blinding Speed: You gain a +2 bonus to speed while wearing light or no armor.
* Quick Attack: You can use quick attack as an encounter power.
Swarm (Gamma World, p51)
* Ability Score: +2 Dexterity
* Skill Bonus: +2 Stealth
* Swarm Defense: You gain resist all damage from melee and ranged attacks 1 + one half your level, and vulnerable all damage from area and close attacks 1 + one half your level.
* Crawling Mass: You can’t be knocked prone.
* Swarm!: You can use swarm! as an encounter power.
Telekinetic (Gamma World, p54)
* Ability Score: +2 Intelligence
* Skill Bonus: +2 Thievery
* Telekinetic Shield: While you’re conscious, you gain a +1 racial bonus to your AC and Reflex defense.
* Telekinetic Reach: You can manipulate unattended objects up to 5 squares away from you as if you were using them yourself. For example, you can open a door as a minor action or swing a club as a standard action. You take a -2 penalty to attack rolls of attacks you make using this trait.
* Telekinetic Wave: You can use telekinetic wave as an encounter power.
Yeti (Gamma World, p55)
* Ability Score: +2 Strength
* Skill Bonus: +2 Nature
* Hard to Hurt: You gain a a +1 racial bonus to your AC.
* Cold Resistance: You have resist cold 5 + one-half your level.
* Big Claws: You can use big claws as an encounter power.

We’ll do Famine in Far-Go origins, next!

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