Oz Theme Origins

Grimgrin

First Post
Inspired by the Hawkoid Simian here is a few Oz inspired GW Origins

PSI 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. Thanks to your winning ways and good looks you usually get away with it.
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 out
Encounter 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
Ever take on a T-Rex with a butter knife?
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
There's no stopping you.
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".
 
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Grimgrin

First Post
Dark 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: Truely 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; +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 ongoing damage until save ends).
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 find 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.


Anarchists 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 are a stuffed suit, 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 main 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 rechannel 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

 
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Grimgrin

First Post
Last Set (Bio)

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?"

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


Canine is already covered in this Community Compilation

Munchkin
You may be undersized but your deft hands and sprightly footwork leave others in awe.

Munchkins are the perfect height, everyone else is just too big, but you use your size to your advantage. You are able to hide in unlikely spots and slip through the grasp of the lumbering clods around you.

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.
Half Pint (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.
There's no sense beating around the bush, your head is the size of a pumpkin. You can be overbearing and often have an inflated ego to match, but no one can grin as widely as you. You often lose your head in a fight, but can bowl over others with your driven intellect.

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: Strength + your level vs. Reflex
Hit: 1d10 + Strength 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 vs. Reflex
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.

Others call you a chicken and your down with that. You are fowl-mouthed and hen pecked, but your an early riser and never keep all your eggs in one basket. Having started from scratch, you are determined to peck and claw your way to the top.

Chickenoid 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't 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.
 
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sabrinathecat

Explorer
Cowardly sounds perfect for Harry Flashman from George MacDonald Fraiser's novels. Only thing you'd have to add is his incredible luck (no matter how vile his behavior, he always comes out smelling like a rose).
 

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