D&D Races for Gamma World

Chaos Grenade has been working on D&D Classes for Gamma World. So, since he has the Fighter, Scoundrel, Cleric and Mage covered, I decided to focus on Races. I found the D&D Community at Wizards.com has had a lot of people designing new origins, so with some reflavoring and some changes, it's not too hard. Some of these are just reflavored, while others are completely original.

Tiefling

Children of Bael Turath, the Tieflings pledged themselves to demonic entities in exchange for power. Type: Charisma; Supernatural Skill Bonus (Level 1): You gain a +4 to Arcana checks Defense Bonus (Level 1): You gain a +2 to your Fort defense. Temptation (Level 1): You can pull a stunned or dazed enemy 1 square as a free action once per turn. Demonic Critical (Level 2 or 6): When you score a critical hit, the target takes ongoing 10 fire (save ends).

Hellflame Blade (Tiefling Novice) Your Infernal speech mutters the incantations, and your blade burst with unholy flames. At-Will • Supernatural, Fire Standard Action Melee weapon Target: One creature Attack: Charisma + your level vs. AC Hit: 1[W] + Charisma modifier + twice your level fire damage. Tempting Whispers (Tiefling Utility) Your foe becomes entranced by your beguiling words. Encounter • Supernatural Minor Action Ranged 5 Target: One creature Attack: Charisma + your level vs. Will Hit: The target becomes fascinated (save ends). While fascinated, you can use your Temptation feature each round on the target, even if it is not stunned or dazed. The Call of Dark Fire (Tiefling Expert) As you turn your gaze upon your foe, they begin to panic, looking for anyone, anywhere to attack. Encounter • Supernatural, Fear Standard Action Ranged 10 Target: One creature Attack: Charisma + your level vs. Will Hit: 1d10 + Charisma modifier + your level psychic damage, and the target takes a free action to make a melee basic attack against itself or an adjacent creature. Miss: You take damage equal to your level but may repeat the attack against another target in range.

Eladrin

Children of the Feywild, the Eladrin wield powerful ancient magics. Type: Charisma; Supernatural Skill Bonus (Level 1): You gain a +4 to Interaction checks Fey Quickness (Level 1): You gain a +1 to your Reflex and Speed when you are not wearing heavy armor. Immortal (Level 1): You do not age, and have resist 10 necrotic. Fey Critical (Level 2 or 6): When you score a critical hit, you do 1d10 extra damage, and your target is dazed (save ends). Startling Attack (Eladrin Novice) Your strange fey combat style confuses your foe. At-Will • Supernatural, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma + your level vs. Will Hit: 1[W] + Charisma modifier + your level damage, and the target is confused. Roll a d6 below to determine the effect:
  1. Target must make a basic attack against you next turn if able. If it can’t, it is dazed.
  2. The target will attack you on its next turn if able. If it can't, it takes a -2 to attacks that round.
  3. Target takes a -2 penalty to hit enemies other than you until the end of its next turn.
  4. The target is slowed until the end of its next turn.
  5. The target is dazed until the end of its next turn.
  6. The target makes a basic attack against one of its allies on its next turn. If it can't it is stunned.
Feystep (Eladrin Utility) You momentarily step into the Feywild, before appearing again. Encounter • Supernatural, Teleport Minor Action Personal Effect: You may teleport up to 6 squares. Old Magic (Eladrin Expert) The ancient magics that formed the world are yours to command. Use them well. Encounter • Supernatural, Arcane Standard Action Close burst 3 Target: Each enemy in burst Attack: Charisma + your level vs. Reflex Hit: 2d12 + Charisma modifier + twice your level damage, and roll a d6 below:
  1. Acid damage and the target takes ongoing 5 acid (save ends)
  2. Cold damage and the target is immobilized until the end of your next turn.
  3. Electricity damage and the target takes a -2 penalty to attack rolls until the end of your next turn.
  4. Fire damage and the target takes ongoing 5 fire (save ends).
  5. Sonic damage and the target is deafened until the end of your next turn.
  6. Force damage and you push the target 3 squares.  

Halfling

Halflings are the eponymous tricksters, known for a quick word, and nimble hands. Type: Charisma; Natural Skill Bonus (Level 1): Gain a +4 to Acrobatics checks. Blending In (Level 1): You gain a +2 to AC when you are adjacent to at least two creatures that are larger than you. Defense Bonus (Level 1): You gain a +2 to Reflex. Short Stature (Level 1): You are size Small. You suffer a -2 penalty when wielding weapons not sized properly for you. Halfling Critical (Level 2 or 6): When you score a critical hit, the target gains Vulnerable 5 to all damage until the start of your next turn. Knock Off Guard (Halfling Novice) Their small size allows them to trip up their foes. At-Will • Physical Standard Action Melee 1 Target: One creature Attack: Charisma + your level vs. Fortitude Hit: 2d6 + Charisma modifier + your level damage, and the target grants combat advantage for the next attack against it. Quick and Nimble (Halfling Utility) The Smallfolk are tricky to hit. Encounter Immediate Interrupt Personal Trigger: You are hit by an attack. Effect: The attacker re-rolls the attack and keeps the result. Dimunitive (Halfling Expert) Distracted by the halfling's small size, they never expect what's coming... Encounter • Physical, Reliable Immediate Interrupt Personal Trigger: You are the target of an attack. Effect: The attack misses, but is not expended. You may make a basic melee attack against the target as a free action. You have combat advantage for that attack.

Dragonborn

The Dragonborn are descendants of dragons themselves. and carry the ancient blood with pride. Type: Strength; Natural Skill Bonus (Level 1): You gain a +4 to Nature checks Defense Bonus (Level 1): You gain a +2 to your AC. Dragonborn Critical (Level 2 or 6): When you score a critical hit, you deal an extra 1d10 damage, and the target is knocked prone. Dragonbreath (Dragonborn Novice) Your breath opens, spilling forth Arcane power. At-Will • Arcane, Breath Standard Action Close Blast 3 Target: All creatures in the blast Attack: Dexterity + your level vs. Ref Hit: 1d10 + Dexterity modifier + your level Type damage. Choose the Type: Fire, Cold, Acid, Lightning, Thunder, Poison Predator (Dragonborn Utility) You can smell their blood, invigorating you. Encounter Immediate Reaction Personal Trigger: An enemy within 5 squares of you takes damage. Effect: You shift up to 5 squares to a square adjacent to the triggering enemy and get a +2 power bonus to attack and damage rolls until the end of your next turn. Vicious Strike (Dragonborn Expert) Lashing out at your enemy, you feel invigorated. Encounter •Natural Standard Action Melee 1 Target: One creature Attack: Strength + your level +2 vs. AC Hit: 3d8 + Strength modifier + twice your level physical damage, and you regain hit points equal to 5 + your level. If the target is reduced to 0 hit points, then you regain an additional 5 hit points. 

Elf

Elves are creatures of the forest, brothers of the Eladrin in the Feywild. Type: Dexterity; Natural Skill Bonus (Level 1): Gain a +4 to Nature checks. Fleet of Foot(Level 1): Elves are not slowed down by natural Difficult Terrain. Defense Bonus (Level 1): You gain a +2 to Reflex. Sharp Eyed (Level 1): You gain a +2 to Perception checks to see things. Elven Critical (Level 2 or 6): When you score a critical hit, deal an extra 1d10 damage, and the target is slowed. Agile Attack (Elf Novice) You move with a fluid motion, leaving your enemy unable to land a hit. At-Will • Physical Standard Action Melee 1 Target: One creature Attack: Dexterity + your level + your weapon's accuracy vs. Reflex Hit: 1[W] + Dexterity modifier +  your level damage, and shift two squares. Elven Accuracy (Elf Utility) The Elves are renown for their adroitness. Encounter Immediate Interrupt Personal Trigger: You miss an attack. Effect: You may re-roll the attack and gain a +6 to the roll. You must keep the second result. Elven Quickness (Elf Expert) You move fast, almost too quick to be seen. Encounter • Weapon Standard Action Melee 1 or Ranged Target: One creature Attack: Dexterity + your level + your weapon's accuracy vs. Reflex Effect: You may move up to your speed, making this attack at any point along your move. Hit: 2[W] + Dexterity modifier + your level damage.

Dwarf

Hailing from deep inside the mountains, dwarves are a hardy folk. Type: Constitution; Natural Skill Bonus (Level 1): You gain a +4 to Dungeoneering checks Defense Bonus (Level 1): You gain a +2 to your Fort. Iron Belly (Level 1): You get a +2 to save against poisons and disease. Dwarven Critical (Level 2 or 6): When you score a critical hit the target is pushed 3 squares and knocked prone. Thundersoul (Dwarf Novice) You bring your weapon to bear, sending your enemy reeling. At-Will • Martial, Weapon Standard Action Melee 1 Target: 1 Enemy Attack: Constitution+ your level + your weapon's accuracy vs. Ref Hit: 1[W] + Constitution modifier + your level, and the target is pushed one square. Stalwart (Dwarf Utility) They try to push you, but you stand strong. Encounter Immediate Reaction Personal Trigger: An enemy attempts to push, pull, or otherwise shift you. Effect: Cancel the forced movement, and knock the attacker prone. Hammerfall (Dwarf Expert) Your weapon brings down even the mightiest of foes. Encounter •Martial Standard Action Melee 1 Target: One creature Attack: Constitution + your level + your weapon's accuracy vs. AC Hit: 2 [W] + Strength modifier + your level thunder damage, and is knocked prone. They are unable to rise from prone (save ends).

Human

Humans are the most varied and hardy race, spreading themselves out throughout the world. Type: Wisdom; Natural Skill Bonus (Level 1): Gain a +4 to Streetwise checks. Versatile (Level 1): Gain training in one additional skill. Defense Bonus (Level 1): You gain a +2 to Will. Human Critical (Level 2 or 6): When you score a critical hit, lower your enemy’s AC by two, until the end of your next turn. Knee Kick (Human Novice) Kicking out, you knock their kneecap out of socket. Encounter • Weapon Standard Action Melee 1 Target: One creature Attack: Dexterity + your level vs. Reflex Hit: 1[W] + Dexterity modifier + your level damage and the target is Immobilized (save ends). Adaptive Learner (Human Utility) Humans can adapt to any situation. Daily Minor Action Personal Effect: Until the end of the encounter, you treat all untrained skills as trained. Dirty Trick (Human Expert) You hit your enemy in the nose with your elbow, temporarily disabling them. At-Will • Physical Standard Action Melee 1 Target: One creature Attack: Str + your level vs. Reflex Hit: 2d4 + Wisdom modifier + twice your level damage, the target is dazed (save ends).

Half-Elf

Half-elves are the descendent of Elves and Humans. Type: Charisma; Natural Skill Bonus (Level 1): You gain a +4 to Diplomacy checks Defense Bonus (Level 1): You gain a +2 to your Will. Dilettante (Level 1): You may choose to replace one of your class powers with that of another class. Half-Elf Critical (Level 2 or 6): Choose a critical ability from either the Human or Elf. Powers: When you choose your powers, you choose between the Human and the Elf powers.    
3 Comments to “D&D Races for Gamma World”
  1. greywulf says:

    Truly excellent work, old bean.

  2. Wrath says:

    The big thing for gamma world characters is the alpha cards… You will need to create/adapt 4e class powers (martial, supernatural, divine, etc) into Power Cards to create your power deck.

    it would be cool to take a race and a class and combine them… then get your power deck.

    Magic items could be pretty straight forward.

    You probably already thought of this.

  3. Mark says:

    @Greywulf: Thanks! I think I’m ready to knock out those Star Trek ones now. :D

    @Wrath: Actually, I hadn’t. It’s great idea, but that’s a ton more work. If anyone wanted to volunteer to help, I’d gladly accept it.

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