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Post by GuardianTempest on Aug 14, 2018 17:33:55 GMT -6
Homebrew Class: GunrunnerCharacteristics: Willpower, Dexterity, Charisma Skills: Acrobatics, Athletics, Ballistics, Crafts, Common Lore, Deceive, Drive, Intimidation, Perception, Pilot, Tech-Use Gun Kata: Frequent Flier, River of Lead, Steel HoundBonus for Completion: +2 Static Defense until your next turn when moving a distance of twice your Speed or more Gunsel Level: 1Prerequisites: Ballistics 2, Acrobatics 2 Feats:*Danger Sense Fleet of Foot Jaded Storm of Iron Weapon Proficiency (Ranged 1) Weapon Proficiency (Ranged 2) Ikari Warrior Level: 2 Prerequisites: Ballistics 3, Acrobatics 2, Fleet of Foot, Storm of Iron Feats:*Catfall *Fast Reflexes Double Tap Evasion Quick Draw Recoil Handling Hard Corpsman Level: 3 Prerequisites: Ballistics 3, Acrobatics 3, Recoil Handling Feats:*Crack Shot Defensive Mobility Headstrong Hip Shooting Keep Running *Nerves of Steel Gunstar Hero Level: 4 Prerequisites: Ballistics 4, Acrobatics 4, Hip Shooting, Keep Running Feats:*Divine Bond *Far Shot Hard Target Rock and Roll Speed Boost Whirlwind of Steel Mercenary King Level: 5 Prerequisites: Ballistics 5, Acrobatics 5, Rock and Roll, Speed Boost Feats:Feather Step *Furious Firing Improved Hip Shooting Metal Slugger Step Aside *Triple Down UNIQUE FEATSImproved Hip ShootingThe attack done with Hip Shooting can be a Standard Attack trick shot. You may move up to your Dexterity in meters when making a Called Shot, Multiple Attacks or Suppressing Fire action with a non-Heavy ranged weapon. Metal SluggerYour trigger finger is so itchy you bore holes on any berk that comes close. You can make ranged Opportunity Attacks against targets within Point Blank Range. Enemies provoke Opportunity Attacks upon reaching Point Blank Range during or after using movement actions with the Provokes subtype. Recoil HandlingYou can keep your weapon steady with a good grip. If you choose to move when making a Full Auto Burst action, you do not take the -1k0 to the attack roll. OTHER HOMEBREW FEATSFurious Firing (Loose Cannon)Sometimes when you're wound up you just can't stop. If you take a Full Auto Burst action and the attack is successful, hitting the target and dealing at least one wound to it, you may make a second attack with the same bonuses and penalties. Keep Running (Adventurer)If you are in immediate danger and would take enough Fatigue to be knocked unconscious, you can make a TN 15 Constitution test to retain consciousness until the end of the scene. Speed Boost (Pathfinder)You have the need, the need for speed. Gain +2 Speed. Triple Down (Warfighter)With the Multiple Attacks action, you may make three ranged attacks. You cannot use Triple Down with ranged weapons that have Recharge, can only be fired on Full Auto, or have a clip size smaller than 3. You can make these attacks on different targets. Whirlwind of Steel (Syzygyrior)Your strikes come at machine gun speed. You gain an additional reaction action every round which may only be spent on the Multiple Attacks action.
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Post by GuardianTempest on Oct 24, 2018 8:17:27 GMT -6
Ah, right, my rationale for this class.
Other ranged classes usually focus on being accurate or hitting harder, this one is about being as mobile as possible, primarily inspired by run-and-gun games like Metal Slug and Contra. The completion bonus is a bit of a placeholder, I couldn't come up with anything better so I just made it harder for faraway guys to shoot you.
Recoil Handling's a simple benefit, allowing you to move when making Full Auto Bursts in early levels. I hope it works with Suppressing Fire because RAW the action uses a modified Full Auto Burst so it maybe counts? Honeycomb Barrage is just Improved Suppressing Fire, it might be better to have it on a class like Loose Cannon but I think it works for a class that needs to get away. Besides, I figure Suppressing Fire could use some love outside of Gun Kata.
Improved Hip Shooting was originally a feat in the early versions of Loose Cannon, it was scrapped then later I stole it for a much fitting class. Metal Slugger, aside from being a blatant reference, provides an extra layer of defense to anyone who manages to close the distance towards you. Finally, Triple Down is just Double Tap but for three shots, it's also a "strictly better" Fan the Hammer meant to be exclusive to this class. It's named after a skill in Persona 2.
Also, I did not add Insurgent's Ambuscade Marksman into the track, it makes this class too powerful due to synergy with Improved Hip Shooting. If you want it, go multiclass for it but beware of the havoc.
Why did I keep Mag Dump again? This class is meant to be movement oriented. I kept Furious Firing for the synergy with Full Auto Burst for fairness because I also added Whirlwind of Steel for synergy with Multiple Attacks. If I removed Whirlwind of Steel then using Triple Down would eat up resource points quickly, so there's that chain of logic. Actually, you know what? I'm just taking Mag Dump out and replace it with Keep Running from the Adventurer class.
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Post by GuardianTempest on Mar 10, 2019 7:42:53 GMT -6
Changed a redundant instance of Nerves of Steel with Divine Bond, it's almost 10pm and I couldn't find a better vehicle-related feat.
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Post by ScrapyardDragon on Mar 29, 2019 22:40:19 GMT -6
Triple down is simple equalizing guns to melee and thats fine.
Metal slugger letting you opportunity attack with guns in THEORY would be fine but what actually happens is that the wording allows you to shoot people just for charging you, and that's not fine. You can't melee someone who charges you unless you have counter attack and parry, or if you just dodge and whack them next turn. But the wording of slugger in conjunction with the definition of point blank means that anyone who tries to approach you automatically gets shot, and thats not healthy.
thirdly; Improved hip shooting takes the notion of "the limitation of running is that its all you do" and breaks it in half, and while this was fine with regular hip shooting not letting you move all that much, the sheer ground that can be covered using improved hip shooting with just about anything that can increase speed is absolutely mind boggling.
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Post by GuardianTempest on Mar 29, 2019 23:34:22 GMT -6
Is it because the resident player broke the game in half by playing keep away too hard?
I will admit that I was not considering charges for Metal Slugger, instead the wording was to cover non-Move actions like Withdraw or Tactical Advance. With Proboards changing the amount of characters a paragraph can have before line-breaking, I can afford to cut the second benefit since it stops neatly at the period of the second sentence, thus satisfying my OCD.
And I told you before that the feat you should've told me about before was I. Hip Shooting. The extended distance was so the feat would not seem lame that's just Regular Hip Shooting but with a 6 word errata at the end. If you can come up with a spicy secondary benefit that can replace the "x3 Speed instead of x2" then that would be great.
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Post by GuardianTempest on May 11, 2019 23:27:42 GMT -6
Oh right I'm supposed to change Improved Hip Shooting because it synergizes with bonuses to Run actions and that's as terrible as stealing fourty cakes. But I need a second benefit so it doesn't look like a short and lame 6-word errata to Hip Shooting. Any suggestions?
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Post by GuardianTempest on Nov 19, 2020 7:22:03 GMT -6
Improved Improved Hip Shooting again again
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Post by ScrapyardDragon on Dec 7, 2020 10:09:24 GMT -6
shouldn't triple down specify "not with clip size of one OR two"? Can't shoot 3 times with 2 bullets.
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Post by Amanojyaku on Dec 7, 2020 12:18:07 GMT -6
Also screws over bows.
Checked the book, it's the exact same wording as Double Tap.
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Post by GuardianTempest on Dec 9, 2020 4:56:41 GMT -6
Alright, I'll adjust that. As for bows, well, I made that house rule for a reason.
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Post by GuardianTempest on Sept 26, 2022 5:01:13 GMT -6
After hearing Konate talk about Cybersoldier in a post-session voice chat, I've decided to trim down the feats to 4 mandatory/6 total per level (apart from Level 1 and 5). I've also shuffled feats around and gutted the ones that seem off-theme. This class is about staying on the move, so feats that benefit from coming closer or staying still have no point. I'm also giving Triple Down to Warfighter. A controlled three-round burst better fits the tacticool class than a haphazard gunman. Feats that give slightly more oomph, provide new option or patch up certain vulnerabilities have been relegated to optional feats.
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Post by GuardianTempest on Jan 27, 2023 8:19:06 GMT -6
So it turns out that Hip Shooting's attack is not a Standard Attack like I thought. Its improved equivalent has been changed to accommodate that, along with another revision on how the rest of it functions. At least it's not as much of a placeholder like it used to be.
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