Thrill Seeker - Boards, Blades, Bikes
Jan 5, 2022 12:32:45 GMT -6
Post by chippo on Jan 5, 2022 12:32:45 GMT -6
Homebrew Class: Thrill Seeker
Characteristics: Strength, Dexterity, Willpower
Skills: Acrobatics, Athletics, Common Lore, Crafts, Larceny, Perception, Performer, Tech-Use, Weaponry
Sword Schools: Broken Home, Roller Mobster
Bonus for Completion: + 1 to Control tests with DPV vehicles
Poser
Level: 1
Prerequisites: Acrobatics 1, Athletics 2
Feats:
Armor Proficiency (Light)*
Catfall
Extreme Gear
Sound Constitution*
Style
Ollie
Weapon Proficiency (Melee 1 OR Melee 2)
Am’
Level: 2
Prerequisites: Acrobatics 2, Athletics 3, Extreme Gear
Feats:
Danger Sense
Decadence*
Grind
Luck
Inertia
Skill Focus (Athletics OR Acrobatics)
Skill Focus (Athletics OR Acrobatics)*
Sound Constitution*
Thrill Seeker
Level: 3
Prerequisites: Acrobatics 3, Athletics 3, Grind
Feats:
Defensive Mobility
Fast Reflexes
Hardy
Manual
Gravitational Ignorance
Swift Attack*
Improvisational Warrior*
Pro
Level: 4
Prerequisites: Acrobatics 3, Athletics 4, Manual
Feats:
Combat Master
Handyman*
Hard Target
Improvisational Master*
Perfect Stride
Revert
Rocket Boost
Dirty Hands*
X-Gamer
Level: 5
Prerequisites: Acrobatics 4, Athletics 5, Wallride
Feats:
900°
Armor Specialization (Light)*
Feather Step
Improvisational Savant*
Mounted Charger
Nerves of Steel
Sound Constitution*
Step Aside
New Feats
900°
While midair, or following a jump, riding a DPV vehicle, you can make a Control Test against TN 45. If successful, everyone that can see you must roll on the Shock Table, adding +1 to their roll for every raise on your test. If you fail, you fall and go out of control.
Extreme Gear
You can’t hit any tricks without a set of wheels. You gain a vehicle that can be summoned at will, but which must have a DPV drive and be within 50 VP or less. Common examples are skateboards, rollerblades, and bicycles. It takes a full action to summon your vehicle, and it can remain for a full day. If it is lost, the character is unable to use this feat for 3 days while the vehicle reforms, though you may attempt to repair the vehicle in the case of its destruction.
Grind
While operating a DPV vehicle, you can slide your vehicle across narrow surfaces (such as rails and the edges of structures) by landing on them and making a Control Test against TN 15. For every continuous turn spent grinding, make another Control Test with a TN 5 higher than the previous one. Failing any Control Tests makes you go Out of Control and fall.
Inertia
When jumping with a DPV vehicle, increase the total distance jumped by up to your Momentum in meters.
Manual
While operating a DPV vehicle, you can make a Control Test against TN 15 as a half action. If successful, you gain a free raise for the purposes of the Style feat. No other raises from this roll are used. For every consecutive round you perform a manual, increase the TN by 5. Failing any of these Control Tests makes you go Out of Control and fall. You cannot do a manual and grind simultaneously.
Ollie
While operating a DPV vehicle, you can jump as a half action. Jumping in this way counts as a jumping from a running start for the purposes of determining the TN. When dropping from a significant height, you can roll Acrobatics to reduce fall damage as normal.
Perfect Stride
Treat the TNs for Control Tests with DPV vehicles as 5 lower (to a minimum of 5).
Revert
While operating a DPV vehicle, you can change your vehicle's facing to any direction with Maintain Control.
Rocket Boost
You can spend all of your Style raises to give your vehicle a speed boost. Every raise grants your vehicle +1 Speed until your next turn.
Wallride
As long as you keep moving, you can ride across walls and other sheer surfaces without penalty. If your vehicle stops moving while on this surface, you start to fall unless you have other means of keeping yourself in the air. You lose momentum for every turn you spend riding a wall until you either end your turn on the ground or leave the wall. The amount of momentum lost depends on your direction of travel, equal to your Acceleration for horizontal movement and your Acceleration+1 for vertical.
Other Homebrew Feats
Dirty Hands (Remodeler)
Due to the satisfaction of getting your hands dirty, you never take penalties to Tests from Fatigue.
Gravitational Ignorance
Gravity's just a suggestion, man! Do not halve your jumping distance for the purposes of calculating your vertical jump height.
Handyman (Rigger)
This feat can be taken multiple times. For the purposes of vehicle repair and maintenance, you double the number of people you count as for every time you have taken this feat.
Mounted Charger (Harbinger)
Nothing says you're a big man quite like slapping someone from the back of a moving vehicle. Your melee attacks gain a static bonus to damage equal to your vehicle's current Momentum.
Style (Spectacle Fighter)
When you pass a skill test involving anything stylish (skating, shredding, just about anything stunted) with at least one raise, you can choose to store those raises and add them to another stylish skill test made during that scene. You must spend all of your stored raises on a single roll, and cannot collect raises from a roll improved this way. If you fail any tests while you have raises stored, all saved raises are lost.
Originally Boarder and Roller by Weredrago2
Characteristics: Strength, Dexterity, Willpower
Skills: Acrobatics, Athletics, Common Lore, Crafts, Larceny, Perception, Performer, Tech-Use, Weaponry
Sword Schools: Broken Home, Roller Mobster
Bonus for Completion: + 1 to Control tests with DPV vehicles
Poser
Level: 1
Prerequisites: Acrobatics 1, Athletics 2
Feats:
Armor Proficiency (Light)*
Catfall
Extreme Gear
Sound Constitution*
Style
Ollie
Weapon Proficiency (Melee 1 OR Melee 2)
Am’
Level: 2
Prerequisites: Acrobatics 2, Athletics 3, Extreme Gear
Feats:
Danger Sense
Decadence*
Grind
Luck
Inertia
Skill Focus (Athletics OR Acrobatics)
Skill Focus (Athletics OR Acrobatics)*
Sound Constitution*
Thrill Seeker
Level: 3
Prerequisites: Acrobatics 3, Athletics 3, Grind
Feats:
Defensive Mobility
Fast Reflexes
Hardy
Manual
Gravitational Ignorance
Swift Attack*
Improvisational Warrior*
Pro
Level: 4
Prerequisites: Acrobatics 3, Athletics 4, Manual
Feats:
Combat Master
Handyman*
Hard Target
Improvisational Master*
Perfect Stride
Revert
Rocket Boost
Dirty Hands*
X-Gamer
Level: 5
Prerequisites: Acrobatics 4, Athletics 5, Wallride
Feats:
900°
Armor Specialization (Light)*
Feather Step
Improvisational Savant*
Mounted Charger
Nerves of Steel
Sound Constitution*
Step Aside
New Feats
900°
While midair, or following a jump, riding a DPV vehicle, you can make a Control Test against TN 45. If successful, everyone that can see you must roll on the Shock Table, adding +1 to their roll for every raise on your test. If you fail, you fall and go out of control.
Extreme Gear
You can’t hit any tricks without a set of wheels. You gain a vehicle that can be summoned at will, but which must have a DPV drive and be within 50 VP or less. Common examples are skateboards, rollerblades, and bicycles. It takes a full action to summon your vehicle, and it can remain for a full day. If it is lost, the character is unable to use this feat for 3 days while the vehicle reforms, though you may attempt to repair the vehicle in the case of its destruction.
Grind
While operating a DPV vehicle, you can slide your vehicle across narrow surfaces (such as rails and the edges of structures) by landing on them and making a Control Test against TN 15. For every continuous turn spent grinding, make another Control Test with a TN 5 higher than the previous one. Failing any Control Tests makes you go Out of Control and fall.
Inertia
When jumping with a DPV vehicle, increase the total distance jumped by up to your Momentum in meters.
Manual
While operating a DPV vehicle, you can make a Control Test against TN 15 as a half action. If successful, you gain a free raise for the purposes of the Style feat. No other raises from this roll are used. For every consecutive round you perform a manual, increase the TN by 5. Failing any of these Control Tests makes you go Out of Control and fall. You cannot do a manual and grind simultaneously.
Ollie
While operating a DPV vehicle, you can jump as a half action. Jumping in this way counts as a jumping from a running start for the purposes of determining the TN. When dropping from a significant height, you can roll Acrobatics to reduce fall damage as normal.
Perfect Stride
Treat the TNs for Control Tests with DPV vehicles as 5 lower (to a minimum of 5).
Revert
While operating a DPV vehicle, you can change your vehicle's facing to any direction with Maintain Control.
Rocket Boost
You can spend all of your Style raises to give your vehicle a speed boost. Every raise grants your vehicle +1 Speed until your next turn.
Wallride
As long as you keep moving, you can ride across walls and other sheer surfaces without penalty. If your vehicle stops moving while on this surface, you start to fall unless you have other means of keeping yourself in the air. You lose momentum for every turn you spend riding a wall until you either end your turn on the ground or leave the wall. The amount of momentum lost depends on your direction of travel, equal to your Acceleration for horizontal movement and your Acceleration+1 for vertical.
Other Homebrew Feats
Dirty Hands (Remodeler)
Due to the satisfaction of getting your hands dirty, you never take penalties to Tests from Fatigue.
Gravitational Ignorance
Gravity's just a suggestion, man! Do not halve your jumping distance for the purposes of calculating your vertical jump height.
Handyman (Rigger)
This feat can be taken multiple times. For the purposes of vehicle repair and maintenance, you double the number of people you count as for every time you have taken this feat.
Mounted Charger (Harbinger)
Nothing says you're a big man quite like slapping someone from the back of a moving vehicle. Your melee attacks gain a static bonus to damage equal to your vehicle's current Momentum.
Style (Spectacle Fighter)
When you pass a skill test involving anything stylish (skating, shredding, just about anything stunted) with at least one raise, you can choose to store those raises and add them to another stylish skill test made during that scene. You must spend all of your stored raises on a single roll, and cannot collect raises from a roll improved this way. If you fail any tests while you have raises stored, all saved raises are lost.
Originally Boarder and Roller by Weredrago2