Gun Nut: Psycho for Sidearms
Aug 15, 2018 18:50:50 GMT -6
Post by username on Aug 15, 2018 18:50:50 GMT -6
Homebrew Class: Gun Nut
Characteristics: Willpower, Constitution, Dexterity
Skills: Acrobatics, Athletics, Ballistics, Crafts, Intimadate, Perception, Pilot, Stealth, Weaponry
Sword Schools: Broken Home
Gun Kata: Silent Scope, Close Range
Bonus for Completion: +10 Insanity
Twitchy Trigger
Level: 1
Prerequisites: Ballistics 2, Athletics 1; 1 or more Minor derangements OR 10 Insanity
Feats:
*Hurl Weapon
Quickdraw
In the Zone
Danger Sense
Paranoia
Weapon Proficiency (Any)
*Feed the Meat
Clocktower Climber
Level: 2
Prerequisites: Ballistics 3, Athletics 2, In the Zone ; 1-2 Minor Derangements OR 20 Insanity
Feats:
Trance
Jaded
Deadeye Shot
Far Shot
Strip the Flesh
*Power Shot
*Weapon Focus (Any)
Gun Nut
Level: 3
Prerequisites: Ballistics 4, Athletics 3, Strip the Flesh ; One or more Severe derangements OR 30 Insanity
Feats:
Crack Shot
*Steel Rain
Cracked
Double tap
Salt the Wound
Fire Hazard
*Gun Blessing
Pyromaniac
Level: 4
Prerequisites: Ballistics 5, Athletics 4, Fire Hazard ; any combination of 1-2 Minor and 1-2 Severe Derangements OR 40 Insanity
Feats:
Immolation Infatuation
Hellfire Halitosis
*Fearless
Numbed Nerves
Fuel the Fire
*Weapon Proficiency (Ranged 2)
Hip Shooting
Highscore Hero
Level: 5
Prerequisites: Ballistics 5, Athletics 5, Numbed Nerves ; one or more Acute Derangements OR 50 Insanity
Feats:
*Battle Rage
Fan the Hammer
True Grit
Furious Firing
Sound Constitution
*Rock and Roll
*Weapon Specialization (any)
FEATS:
Cracked
A glass that leaks is never full, and you have completely Cracked. You are not removed from play for having 100 or more IP, though you contain to gain derangements every 20 IP.
Fire Hazard
Whenever dice explode on your ranged damage roll, the weapon you're attacking with gains the Fire property for that attack.
Immolation Infatuation
You are immune to Fatigue from being on Fire. In addition, whenever dice explode on your ranged damage roll with a weapon that has the ability to set the target on Fire, you may set yourself on fire.
Old New Feats:
Feed the Meat
Gain Armor equal to your Constitution on all body locations, which does not stack with other sources of Armor. This feat is treated as Wholeness of Body for interaction with other feats and class completion bonuses
Fuel the Fire
Your attacks using the Weaponry skill and with the Ballistics skill at Short Range or closer deal extra damage equal to your level. If you are on fire, double this extra damage.
Hellfire Halitosis
You can spend 1 Hero Point to breathe fire, using the statistics of a Flamer.
Hurl Weapon
You can use any one-handed Melee weapon as a Thrown weapon with a range of 3m per dot of Strength.
Numbed Nerves
While you are on fire, you gain +1 Resilience.
Salt the Wound
Whenever you take damage, your attacks deal extra damage equal to your level until the end of your next turn. This does not stack.
Strip the Flesh
Whenever dice explode on your melee attack, or an attack with a ranged weapon that deals X damage or has the Scatter property, the target must make a Constitution test (TN 15) or suffer Blood Loss.
In the Zone
Maybe it's the smell of the gunpowder or the roar of the bullet but sometimes you lose yourself in battle. By spending one full action as your mind deadens the world, you gain 1 Constitution, The Auto-Stablized trait, -2 Intelligence and Wisdom until the end of combat, and you must make a Ranged weapon attack or move closer to an enemy on each of your turns. You may not make Dodge or Parry actions. This counts as Frenzy for interaction with appropriate feats and abilities.
Power Shot
If you hit, it hurts. IF you hit. When making a ranged weapon attack, you may choose to take -Xk0 to attack and gain +Xk0 to damage, where X is any number up to your Level. If you make Multiple attacks during a round you must decide to use this ability before making any attacks, and it applies to all your attacks that round.
Furious Firing
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
Characteristics: Willpower, Constitution, Dexterity
Skills: Acrobatics, Athletics, Ballistics, Crafts, Intimadate, Perception, Pilot, Stealth, Weaponry
Sword Schools: Broken Home
Gun Kata: Silent Scope, Close Range
Bonus for Completion: +10 Insanity
Twitchy Trigger
Level: 1
Prerequisites: Ballistics 2, Athletics 1; 1 or more Minor derangements OR 10 Insanity
Feats:
*Hurl Weapon
Quickdraw
In the Zone
Danger Sense
Paranoia
Weapon Proficiency (Any)
*Feed the Meat
Clocktower Climber
Level: 2
Prerequisites: Ballistics 3, Athletics 2, In the Zone ; 1-2 Minor Derangements OR 20 Insanity
Feats:
Trance
Jaded
Deadeye Shot
Far Shot
Strip the Flesh
*Power Shot
*Weapon Focus (Any)
Gun Nut
Level: 3
Prerequisites: Ballistics 4, Athletics 3, Strip the Flesh ; One or more Severe derangements OR 30 Insanity
Feats:
Crack Shot
*Steel Rain
Cracked
Double tap
Salt the Wound
Fire Hazard
*Gun Blessing
Pyromaniac
Level: 4
Prerequisites: Ballistics 5, Athletics 4, Fire Hazard ; any combination of 1-2 Minor and 1-2 Severe Derangements OR 40 Insanity
Feats:
Immolation Infatuation
Hellfire Halitosis
*Fearless
Numbed Nerves
Fuel the Fire
*Weapon Proficiency (Ranged 2)
Hip Shooting
Highscore Hero
Level: 5
Prerequisites: Ballistics 5, Athletics 5, Numbed Nerves ; one or more Acute Derangements OR 50 Insanity
Feats:
*Battle Rage
Fan the Hammer
True Grit
Furious Firing
Sound Constitution
*Rock and Roll
*Weapon Specialization (any)
FEATS:
Cracked
A glass that leaks is never full, and you have completely Cracked. You are not removed from play for having 100 or more IP, though you contain to gain derangements every 20 IP.
Fire Hazard
Whenever dice explode on your ranged damage roll, the weapon you're attacking with gains the Fire property for that attack.
Immolation Infatuation
You are immune to Fatigue from being on Fire. In addition, whenever dice explode on your ranged damage roll with a weapon that has the ability to set the target on Fire, you may set yourself on fire.
Old New Feats:
Feed the Meat
Gain Armor equal to your Constitution on all body locations, which does not stack with other sources of Armor. This feat is treated as Wholeness of Body for interaction with other feats and class completion bonuses
Fuel the Fire
Your attacks using the Weaponry skill and with the Ballistics skill at Short Range or closer deal extra damage equal to your level. If you are on fire, double this extra damage.
Hellfire Halitosis
You can spend 1 Hero Point to breathe fire, using the statistics of a Flamer.
Hurl Weapon
You can use any one-handed Melee weapon as a Thrown weapon with a range of 3m per dot of Strength.
Numbed Nerves
While you are on fire, you gain +1 Resilience.
Salt the Wound
Whenever you take damage, your attacks deal extra damage equal to your level until the end of your next turn. This does not stack.
Strip the Flesh
Whenever dice explode on your melee attack, or an attack with a ranged weapon that deals X damage or has the Scatter property, the target must make a Constitution test (TN 15) or suffer Blood Loss.
In the Zone
Maybe it's the smell of the gunpowder or the roar of the bullet but sometimes you lose yourself in battle. By spending one full action as your mind deadens the world, you gain 1 Constitution, The Auto-Stablized trait, -2 Intelligence and Wisdom until the end of combat, and you must make a Ranged weapon attack or move closer to an enemy on each of your turns. You may not make Dodge or Parry actions. This counts as Frenzy for interaction with appropriate feats and abilities.
Power Shot
If you hit, it hurts. IF you hit. When making a ranged weapon attack, you may choose to take -Xk0 to attack and gain +Xk0 to damage, where X is any number up to your Level. If you make Multiple attacks during a round you must decide to use this ability before making any attacks, and it applies to all your attacks that round.
Furious Firing
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