Homebrew Class: Baller (With permission from Weredrago2)
Jan 8, 2019 10:57:41 GMT -6
Post by Deleted on Jan 8, 2019 10:57:41 GMT -6
Baller
Slammer -> Jammer -> Dunkaroo-> Baller-> Ball Star
Sword Schools: Killer Doll, Hulking Hurler, Setting Sun
Gun Kata: Clay Pidgeon
Characteristics: Dexterity, Strength, Intelligence
Skills: Athletics, Ballistics, Weaponry, Acrobatics, Brawl, Ballistics, Performer, Common Lore
Completion Bonus: May use Verboten Jam +1 per session
Slammer
Level 1
Prerequisites: Athletics 3, Ballistics 2
Feats:
Fast Reflexes
Rebound
Weapon Proficiency (Throwing)
Verboten Jam
*Peer (Basketball Orginization)
Quick Draw
Jammer
Level 2
Prerequisites: Athletics 3, Ballistics 3, Weapon Proficiency (Throwing)
Feats:
*Verboten Jam
Crack Shot
Armor Proficiency (Light)
*Speak Language ( Vernacular)
Skill Focus (Athletics)
Double Tap
Dunkaroo
Level 3
Prerequisites: Athletics 4, Ballistics 4, Skill Focus (Athletics)
Feats:
Verboten Jam
Pass Back
*Accessorize
Fleet of Foot
Spheretrotter
Baller
Level 4
Prerequisites: Athletics 5, Ballistics 4, Fleet of Foot
Feats:
Improvisational Warrior
*Verboten Jam
Skill Focus (Athletics)
Defensive Mobility
Far Shot
Ball Star
Level 5
Prerequisites: Athletics 5, Ballistics 5, Defensive Mobility
Feats:
Feather Step
*Armor Specialization (Light)
Blind Fighting
Matrixtrotter
Verboten Jam
Step Aside
NEW Feats
Verboten Jam
When you take this feat, select one Jam. Once per session, you may perform a Jam you have taken as a full action. You may take this feat multiple times, each time selecting a new Jam. Verboten Jams can only be used with throwing weapons. In the case of throwing weapons with an additional form of attack, you can only use it with a Verboten Jam if thrown. Verboten Jams cannot be used with Special Attacks or Trick Shots.
Double Team- Make a standard attack and roll to hit twice. You take the highest roll.
Vampslam- Perform a standard attack, and recover one hit point for every two hit points your target loses.
Ghost Muscle- Gain Armor and Aura equal to your level until the end of the scene. This Armor and Aura does not stack with other sources of Armor and Aura.
Showboat Jam- In addition to a making a standard attack, make a Performer test against your target's Mental Defense. If you pass the test, your enemy is Stunned for a number of rounds equal to your Level.
Holy Dunk- You may use your thrown weapon in melee range without penalty, and add the Orgone Array property to it. If your weapon already has Orgone Array, the Warp Phenomena roll is done at +5. This Jam lasts for the rest of the scene.
Rebound
After using a thrown weapon, you can return it to your hand as a free action by making a successful Athletics + Dexterity test against TN 15 + 2 for every enemy around you. If you have another ability that would cause a thrown weapon to return to your hand, you may use that power instead.
Pass Back
As a reaction, you may make an opposed Athletics + Dexterity test to catch a throw weapon targeted at you and throw it back. You can not perform this reaction if you’re engaged in melee combat.
Spheretrotter
You may use your thrown weapon to push or manipulate objects at a distance. You can press buttons, flip switches, push objects, and otherwise do anything you can manage with a closed fist or finger. The SM has final say on what will and will not work with Globetrotter.
Matrixtrotter
You can use a thrown weapon to manipulate electronics from a distance. This can be used to open or close electronic locks, shut down machinery, and anything else the SM deems dramatically appropriate.
Slammer -> Jammer -> Dunkaroo-> Baller-> Ball Star
Sword Schools: Killer Doll, Hulking Hurler, Setting Sun
Gun Kata: Clay Pidgeon
Characteristics: Dexterity, Strength, Intelligence
Skills: Athletics, Ballistics, Weaponry, Acrobatics, Brawl, Ballistics, Performer, Common Lore
Completion Bonus: May use Verboten Jam +1 per session
Slammer
Level 1
Prerequisites: Athletics 3, Ballistics 2
Feats:
Fast Reflexes
Rebound
Weapon Proficiency (Throwing)
Verboten Jam
*Peer (Basketball Orginization)
Quick Draw
Jammer
Level 2
Prerequisites: Athletics 3, Ballistics 3, Weapon Proficiency (Throwing)
Feats:
*Verboten Jam
Crack Shot
Armor Proficiency (Light)
*Speak Language ( Vernacular)
Skill Focus (Athletics)
Double Tap
Dunkaroo
Level 3
Prerequisites: Athletics 4, Ballistics 4, Skill Focus (Athletics)
Feats:
Verboten Jam
Pass Back
*Accessorize
Fleet of Foot
Spheretrotter
Baller
Level 4
Prerequisites: Athletics 5, Ballistics 4, Fleet of Foot
Feats:
Improvisational Warrior
*Verboten Jam
Skill Focus (Athletics)
Defensive Mobility
Far Shot
Ball Star
Level 5
Prerequisites: Athletics 5, Ballistics 5, Defensive Mobility
Feats:
Feather Step
*Armor Specialization (Light)
Blind Fighting
Matrixtrotter
Verboten Jam
Step Aside
NEW Feats
Verboten Jam
When you take this feat, select one Jam. Once per session, you may perform a Jam you have taken as a full action. You may take this feat multiple times, each time selecting a new Jam. Verboten Jams can only be used with throwing weapons. In the case of throwing weapons with an additional form of attack, you can only use it with a Verboten Jam if thrown. Verboten Jams cannot be used with Special Attacks or Trick Shots.
Double Team- Make a standard attack and roll to hit twice. You take the highest roll.
Vampslam- Perform a standard attack, and recover one hit point for every two hit points your target loses.
Ghost Muscle- Gain Armor and Aura equal to your level until the end of the scene. This Armor and Aura does not stack with other sources of Armor and Aura.
Showboat Jam- In addition to a making a standard attack, make a Performer test against your target's Mental Defense. If you pass the test, your enemy is Stunned for a number of rounds equal to your Level.
Holy Dunk- You may use your thrown weapon in melee range without penalty, and add the Orgone Array property to it. If your weapon already has Orgone Array, the Warp Phenomena roll is done at +5. This Jam lasts for the rest of the scene.
Rebound
After using a thrown weapon, you can return it to your hand as a free action by making a successful Athletics + Dexterity test against TN 15 + 2 for every enemy around you. If you have another ability that would cause a thrown weapon to return to your hand, you may use that power instead.
Pass Back
As a reaction, you may make an opposed Athletics + Dexterity test to catch a throw weapon targeted at you and throw it back. You can not perform this reaction if you’re engaged in melee combat.
Spheretrotter
You may use your thrown weapon to push or manipulate objects at a distance. You can press buttons, flip switches, push objects, and otherwise do anything you can manage with a closed fist or finger. The SM has final say on what will and will not work with Globetrotter.
Matrixtrotter
You can use a thrown weapon to manipulate electronics from a distance. This can be used to open or close electronic locks, shut down machinery, and anything else the SM deems dramatically appropriate.