Camelot
Adventurer
Dungeon_World
D&D tropes with Gamma World themes? How will that work out? Let's find out! It's going to be silly, epic, and hopefully fun, and I appreciate all the input I can get!
Here's a preview of one of my ideas (feel free to suggest your own!):
MOUNTAIN DWARF
You can't be moved...unless there are precious metals involved.
MOUNTAIN DWARF TRAITS
Ability Score: Constitution
Skill Bonus (Level 1): Gain a +4 bonus to Nature checks.
Child of Stone (Level 1): Gain a +2 bonus to Fortitude and a +1 bonus to AC.
Encumbered Speed (Level 1): You move your speed, even while wearing heavy armor or carrying a heavy load.
Stocky (Level 1): Take a -1 penalty to speed.
Dwarf Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you gain a +4 bonus to AC until the end of your next turn.
MOUNTAIN DWARF POWERS
FORCEFUL ATTACK - MOUNTAIN DWARF NOVICE
When you choose to move, no one can stand in your way.
At-Will * Physical, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Constitution + your level + weapon accuracy vs. AC
Hit: 1[W] + Constitution modifier + twice your level physical damage, and you push the target 1 square.
STAND YOUR GROUND - MOUNTAIN DWARF UTILITY
You've chosen this spot to stand, and stand there you shall.
Encounter
Immediate Interrupt - Personal
Trigger: You are hit by an attack that pulls you, pushes you, slides you, or knocks you prone
Effect: You aren't pulled, pushed, slid, or knocked prone by the attack.
DAEREK FIGHTER
You've learned the ancient techniques of dwarven defenders, and along with it, have gained the ability to hold down massive amounts of ale.
DAEREK FIGHTER TRAITS
Ability Scores: Strength; Constitution
Power Source: Martial; +2 to martial overcharge
Skill Bonus (Level 1): Gain a +4 bonus to History checks.
Hard to Hit (Level 1): Gain a +1 bonus to AC.
Code of Honor (Level 1): Enemies adjacent to you take a penalty to damage rolls equal to your Constitution modifier against any creature other than you.
Knight Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and the target takes a -5 penalty to attack rolls against any creature other than you until the end of your next turn.
DAEREK FIGHTER POWERS
HAMMER HANDS - DAEREK FIGHTER NOVICE
You don't simply swing your weapon; you thrust your whole body into the attack, causing your foe to stumble backwards.
At-Will * Martial, Physical, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength + your level + weapon accuracy vs. AC
Hit: 1[W] + Strength modifier + twice your level physical damage. You can push the target 1 square and then shift 1 square to a square adjacent to the target as a free action.
D&D tropes with Gamma World themes? How will that work out? Let's find out! It's going to be silly, epic, and hopefully fun, and I appreciate all the input I can get!
Here's a preview of one of my ideas (feel free to suggest your own!):
MOUNTAIN DWARF
You can't be moved...unless there are precious metals involved.
MOUNTAIN DWARF TRAITS
Ability Score: Constitution
Skill Bonus (Level 1): Gain a +4 bonus to Nature checks.
Child of Stone (Level 1): Gain a +2 bonus to Fortitude and a +1 bonus to AC.
Encumbered Speed (Level 1): You move your speed, even while wearing heavy armor or carrying a heavy load.
Stocky (Level 1): Take a -1 penalty to speed.
Dwarf Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you gain a +4 bonus to AC until the end of your next turn.
MOUNTAIN DWARF POWERS
FORCEFUL ATTACK - MOUNTAIN DWARF NOVICE
When you choose to move, no one can stand in your way.
At-Will * Physical, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Constitution + your level + weapon accuracy vs. AC
Hit: 1[W] + Constitution modifier + twice your level physical damage, and you push the target 1 square.
STAND YOUR GROUND - MOUNTAIN DWARF UTILITY
You've chosen this spot to stand, and stand there you shall.
Encounter
Immediate Interrupt - Personal
Trigger: You are hit by an attack that pulls you, pushes you, slides you, or knocks you prone
Effect: You aren't pulled, pushed, slid, or knocked prone by the attack.
DAEREK FIGHTER
You've learned the ancient techniques of dwarven defenders, and along with it, have gained the ability to hold down massive amounts of ale.
DAEREK FIGHTER TRAITS
Ability Scores: Strength; Constitution
Power Source: Martial; +2 to martial overcharge
Skill Bonus (Level 1): Gain a +4 bonus to History checks.
Hard to Hit (Level 1): Gain a +1 bonus to AC.
Code of Honor (Level 1): Enemies adjacent to you take a penalty to damage rolls equal to your Constitution modifier against any creature other than you.
Knight Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and the target takes a -5 penalty to attack rolls against any creature other than you until the end of your next turn.
DAEREK FIGHTER POWERS
HAMMER HANDS - DAEREK FIGHTER NOVICE
You don't simply swing your weapon; you thrust your whole body into the attack, causing your foe to stumble backwards.
At-Will * Martial, Physical, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength + your level + weapon accuracy vs. AC
Hit: 1[W] + Strength modifier + twice your level physical damage. You can push the target 1 square and then shift 1 square to a square adjacent to the target as a free action.