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Dungeon World (Gamma World + Fantasy)!
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<blockquote data-quote="Camelot" data-source="post: 5386167" data-attributes="member: 82617"><p><a href="http://halforcbard.blogspot.com/2010/11/dungeon-world.html" target="_blank">Dungeon_World</a></p><p> </p><p>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!</p><p> </p><p>Here's a preview of one of my ideas (feel free to suggest your own!):</p><p> </p><p><strong>MOUNTAIN DWARF</strong></p><p> </p><p><em>You can't be moved...unless there are precious metals involved.</em></p><p> </p><p><u>MOUNTAIN DWARF TRAITS</u></p><p> </p><p><strong>Ability Score:</strong> Constitution</p><p><strong>Skill Bonus (Level 1):</strong> Gain a +4 bonus to Nature checks.</p><p><strong>Child of Stone (Level 1):</strong> Gain a +2 bonus to Fortitude and a +1 bonus to AC.</p><p><strong>Encumbered Speed (Level 1):</strong> You move your speed, even while wearing heavy armor or carrying a heavy load.</p><p><strong>Stocky (Level 1):</strong> Take a -1 penalty to speed.</p><p><strong>Dwarf Critical (Level 2 or 6):</strong> 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.</p><p> </p><p><u>MOUNTAIN DWARF POWERS</u></p><p> </p><p><span style="color: green"><strong>FORCEFUL ATTACK</strong> - MOUNTAIN DWARF NOVICE</span></p><p><span style="color: white"><em>When you choose to move, no one can stand in your way.</em></span></p><p><strong>At-Will * Physical, Weapon</strong></p><p><strong>Standard Action - Melee</strong> or <strong>Ranged</strong> weapon</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Constitution + your level + weapon accuracy vs. AC</p><p><strong>Hit:</strong> 1[W] + Constitution modifier + twice your level physical damage, and you push the target 1 square.</p><p> </p><p><span style="color: red"><strong>STAND YOUR GROUND</strong> - MOUNTAIN DWARF UTILITY</span></p><p><span style="color: white"><em>You've chosen this spot to stand, and stand there you shall.</em></span></p><p><strong>Encounter</strong></p><p><strong>Immediate Interrupt - Personal</strong></p><p><strong>Trigger:</strong> You are hit by an attack that pulls you, pushes you, slides you, or knocks you prone</p><p><strong>Effect:</strong> You aren't pulled, pushed, slid, or knocked prone by the attack.</p><p> </p><p><strong>DAEREK FIGHTER</strong></p><p> </p><p><em>You've learned the ancient techniques of dwarven defenders, and along with it, have gained the ability to hold down massive amounts of ale.</em></p><p> </p><p><u>DAEREK FIGHTER TRAITS</u></p><p> </p><p><strong>Ability Scores:</strong> Strength; Constitution</p><p><strong>Power Source:</strong> Martial; +2 to martial overcharge</p><p><strong>Skill Bonus (Level 1):</strong> Gain a +4 bonus to History checks.</p><p><strong>Hard to Hit (Level 1):</strong> Gain a +1 bonus to AC.</p><p><strong>Code of Honor (Level 1):</strong> Enemies adjacent to you take a penalty to damage rolls equal to your Constitution modifier against any creature other than you.</p><p><strong>Knight Critical (Level 2 or 6):</strong> 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.</p><p> </p><p><u>DAEREK FIGHTER POWERS</u></p><p> </p><p><span style="color: green"><strong>HAMMER HANDS </strong>- DAEREK FIGHTER NOVICE</span></p><p><em><span style="color: white">You don't simply swing your weapon; you thrust your whole body into the attack, causing your foe to stumble backwards.</span></em></p><p><strong>At-Will * Martial, Physical, Weapon</strong></p><p><strong>Standard Action - Melee</strong> weapon</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Strength + your level + weapon accuracy vs. AC</p><p><strong>Hit:</strong> 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.</p></blockquote><p></p>
[QUOTE="Camelot, post: 5386167, member: 82617"] [URL="http://halforcbard.blogspot.com/2010/11/dungeon-world.html"]Dungeon_World[/URL] 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!): [B]MOUNTAIN DWARF[/B] [I]You can't be moved...unless there are precious metals involved.[/I] [U]MOUNTAIN DWARF TRAITS[/U] [B]Ability Score:[/B] Constitution [B]Skill Bonus (Level 1):[/B] Gain a +4 bonus to Nature checks. [B]Child of Stone (Level 1):[/B] Gain a +2 bonus to Fortitude and a +1 bonus to AC. [B]Encumbered Speed (Level 1):[/B] You move your speed, even while wearing heavy armor or carrying a heavy load. [B]Stocky (Level 1):[/B] Take a -1 penalty to speed. [B]Dwarf Critical (Level 2 or 6):[/B] 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. [U]MOUNTAIN DWARF POWERS[/U] [COLOR=green][B]FORCEFUL ATTACK[/B] - MOUNTAIN DWARF NOVICE[/COLOR] [COLOR=white][I]When you choose to move, no one can stand in your way.[/I][/COLOR] [B]At-Will * Physical, Weapon[/B] [B]Standard Action - Melee[/B] or [B]Ranged[/B] weapon [B]Target:[/B] One creature [B]Attack:[/B] Constitution + your level + weapon accuracy vs. AC [B]Hit:[/B] 1[W] + Constitution modifier + twice your level physical damage, and you push the target 1 square. [COLOR=red][B]STAND YOUR GROUND[/B] - MOUNTAIN DWARF UTILITY[/COLOR] [COLOR=white][I]You've chosen this spot to stand, and stand there you shall.[/I][/COLOR] [B]Encounter[/B] [B]Immediate Interrupt - Personal[/B] [B]Trigger:[/B] You are hit by an attack that pulls you, pushes you, slides you, or knocks you prone [B]Effect:[/B] You aren't pulled, pushed, slid, or knocked prone by the attack. [B]DAEREK FIGHTER[/B] [I]You've learned the ancient techniques of dwarven defenders, and along with it, have gained the ability to hold down massive amounts of ale.[/I] [U]DAEREK FIGHTER TRAITS[/U] [B]Ability Scores:[/B] Strength; Constitution [B]Power Source:[/B] Martial; +2 to martial overcharge [B]Skill Bonus (Level 1):[/B] Gain a +4 bonus to History checks. [B]Hard to Hit (Level 1):[/B] Gain a +1 bonus to AC. [B]Code of Honor (Level 1):[/B] Enemies adjacent to you take a penalty to damage rolls equal to your Constitution modifier against any creature other than you. [B]Knight Critical (Level 2 or 6):[/B] 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. [U]DAEREK FIGHTER POWERS[/U] [COLOR=green][B]HAMMER HANDS [/B]- DAEREK FIGHTER NOVICE[/COLOR] [I][COLOR=white]You don't simply swing your weapon; you thrust your whole body into the attack, causing your foe to stumble backwards.[/COLOR][/I] [B]At-Will * Martial, Physical, Weapon[/B] [B]Standard Action - Melee[/B] weapon [B]Target:[/B] One creature [B]Attack:[/B] Strength + your level + weapon accuracy vs. AC [B]Hit:[/B] 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. [/QUOTE]
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