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Homebrew Class- Baller; If you can't slam with the best, then jam with the rest.
Topic Started: Sep 11 2015, 12:50 PM (428 Views)
Lorko

(Note: My Basketball weapons are the corner stone to this class.)

Baller

Posted Image

Slammer -> Jammer -> Dunkaroo-> Baller-> Ball Star

Sword Schools: Killer Doll, Setting Sun
Gun Kata: Clay Pigeon, Daemon Trigger
Magic Schools: Illusion
Characteristics: Dexterity, Strength, Intelligence
Skills: Athletics, Weaponry, Acrobatics, Brawl, Ballistics, Performer, Common Lore
Bonus for completion: May use Verboten Jam +1 per session


Slammer

Level 1
Prerequisites: Athletics 2, Weaponry 1
Feats:

  • Rebound
  • Weapon Proficiency (Throwing)
  • Leather Lay Lines
  • Implement Focus
  • Verboten Jam
  • *Tested



Jammer

Level 2
Prerequisites: Athletics 3, Weaponry 2, Rebound

Feats:

  • Jammer’s Delight
  • *Verboten Jam
  • Armor Proficiency (Light)
  • *Weapon Proficiency (Ordinary)
  • *Speak Language (B-ball vernacular)
  • Step Aside



Dunkaroo

Level 3
Prerequisites: Athletics 3, Weaponry 2, Performance 2, Jammer’s Delight

Feats:

  • Verboten Jam
  • Pass Back
  • *Accessorize
  • *Lost Papers (redundant if taken Tested)
  • Fleet of Foot
  • Globetrotter
  • *Peer (Basketball Orginization)



Baller

Level 4
Prerequisites: Athletics, 4, Weaponry 3, Performance 3, Pass Back
Feats:

  • Improvisational Warrior
  • *Verboten Jam
  • *Armor Proficiency (Medium)
  • *Minor Magic
  • Skill Focus (Athletics)
  • Defensive Mobility



Ball Star

Level 5
Prerequisites: Athletics 5, Weaponry 4, Performance 3, Pass Back, Skill Focus (Athletics)
Feats:

  • Feather Step
  • *Armor Specialization (Light)
  • Blind Fighting
  • Matrixtrotter
  • Verboten Jam



Feat List

Verboten Jam
When you take this feat take one Jam. As a full action once per session you may perform a Jam you have taken. You may take this feat multiple times, each time picking a new Jam. Verboten Jams can only be used with throwing weapons. In the case of throwing weapons with an additional form of attack, like spears, it only counts if thrown. Verboten Jams cannot be used with special attacks.
While not required, it adds flavor if the earning of a Jam is rollplayed. A ghost of a B-baller of times past might teach Ghost Muscle, and by paying respects at another’s
Double Team- Make a standard attack and roll to hit twice; you take the highest roll.
Vampslam- Perform a standard attack, and recover one health for every two done.
Ghost Muscle- Gain stacking armor and aura equal to your level until the fight ends.
Showboat Jam- In addition to the normal attack rolls, make a performance check with the target’s mental defense as the TN. If you pass the performance check, the enemy is stunned for an amount equal to your level.
Holy Dunk- Use your thrown weapon in melee, and cause it to gain orgone array. If your weapon already has orgone array, the warp phenomenon roll is done at +5.

Jammer’s Delight
You may apply Gun Kata effects to throwing weapon special attacks as long as they don’t specify a ranged weapon (Plasma, pistol, etc.).

Leather Lay Lines
To a Baller the lines and bumps on a basketball are just as magical as the runes on a wizard's staff, maybe even more. Basketballs counts as magical implements for you.

Rebound
Thrown Weapons under the Basket Ball group return if you make a successful Athletics + Dexterity check with a TN of 15 +2 for every enemy around you. If you have any other ability that causes weapons to return for free (sword school features, enchanted weapon, exaltpower.) go by that instead and ignore the test.

Pass Back
As a reaction, you may make an opposed athletics (dex) check to catch a throw weapon targeted at you and throw it back. You can not perform this reaction if you’re locked in melee.

Globetrotter
You may use your thrown weapon to push or manipulate objects at a distance. You can only use this at up to the weapon's listed Range, and are somewhat limited in what you can do. 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 work and what won't.

Matrixtrotter
Up to your thrown weapon’s listed range you can use it to manipulate electronics. This can be used to open or close electronic locks, shut down machinery, and anything else the SM deems dramatically appropriate.

Peer (Basketball Organization)
Basketball is a sport that has spread amongst most intelligent races, and a diverse set of organizations exist for the sport. When picking Peer for a basketball organization is must be a specific one, though you can pick it multiple times to get more. For example, while a crystal sphere might have one team to represent them in a wide spanning organization, within the sphere there might be small teams for planets and even regions on the planet. As a rule of thumb if you’re part of a higher organization you probably won’t benefit for later on taking a smaller one within your already taken organization's region.


Posted Image


This is my first ever attempt at just laying the framework for a class and I have no idea what I’m doing and blanked on where to shove in feats. I thought I’d be good cross referencing other classes but that didn’t work for me in practice. Chalk up any weirdness like "why do basketball players speak their own language and have minor magical ability?" as trying to capture the magical feel of Barkley, Shut Up and Jam: Gaiden.
Edited by Lorko, Oct 2 2015, 04:05 PM.
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Lorko

I’m also not going to have access to a computer for the rest of the day/until tomorrow afternoon, so lay everything out there. Feats, fixes, suggestions, the whole thing.
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weredrago2
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Now this is what I call a class. Now for the criticism.

Right off the bat, I think you should watch your capitalization. "Sword schools" is technically incorrect, and doesn't have the same impact as "Sword Schools". Same goes for the other cases in the document. It's a grammar thing.

Completion Bonuses are supposed to be uniform for the Class Track. At least, I'm 95% sure they are. The Level 1 Completion Bonus can be converted into a feat.

Levels 1 and 5 could use more feats. How about using your B-Ball as a magical implement?

Instead of using Lead Fingers, you should make a new feat that does the same thing for any Throwing Weapon. Maybe add in a Throwing version of Pinball Wizard as well.

There should be a Chaos Dunk feat added to Ball Star. It makes your dunks cause Phenomena or Perils.

I really like Jammer's Delight. I was going to do something similar with the Gambler's cards, but didn't think it could work. Seeing how you worded it, I might just use Jammer's Delight it myself.

Other than that, nothing really sticks out for me. Good job.
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Lorko

Well shit I got my phone to connect. Don't trust it for in detail edits though.

I'll fix the capitalization issue, and I for got to give the first compltion's reward a TN. I'll fix that when I translate it into a feat.

I'm hesitant for all five levels to give an extra use, but since it is over an entire session maybe that will balance out. There's also the detail of not bring many Jams as Elemental Shots, which was what I refrenced when building the Jam mechanics. I didn't want to make more Jams than there is in the game that inspired this class, but if it comes down to it I might have to.

I'll keep those new feat ideas in mind while I'm away from my drafting document, though I was afraid about making too many. Honestly that's probably a non issue.

As fir Chaos Dunk, I was thinking Holy Dunk would cause a Earp phenomenon roll, to mirror the holy elemental shot. If I add Chaos Dunk at all its ability would be a lot closer to a small orbital missile strike if I'd be keeping to the source material, but I'm not sure how popular suicide strikes are for end of class line feats. Maybe I'd need to tone it down for practicality.
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Lorko

Added throwing equivalents to Lead Fingers and Pinball Wizard. Since throwing weapons have much less ranged than firearms (Strength times 3 for grenades, standardized at 10m for others I believe, at least in weapon creation) I set it to their full range for manipulation. After all, you aren't shooting a lever, you're throwing a basketball/spear/(hopefully) nonactive grenade at it.

Level 1 now has a feat for B-balls returning. Didn't think to extend it to other throwing weapons. After all, Killer Doll has an effect for that, signifying it being trickier to make ANY thrown weapon return by keeping the feat for bballs and leaving the rest to a Sword School. If anyone thinks it'd be a good idea I might extend it to grenades, but right now I have no idea why a returning grenade would benefit you (unless you were strictly going to use it to push a lever and get it back, but the cheapest Bball has an availability of Very Common, so it wouldn't exactly be expensive to keep a backup for Globetrotter.) I don't know what a fair TN would be, best case I have it very on the situation but that might over complicate the Feat. Maybe have it depend on how many enemies are around you? Like if all are in front of you it's a low number, but being surrounded and caught in melee shoots it way up.

I make a feat for using your Bball as a magical implement, honestly I should have already considered that one what with my first image. To partner with that I put Implement Focus on Level one too, though I'm wondering if I should space it out to level 2. Also gave an optional Tested for level 1. That's something I really needed to add, even with the class only having one magic school. (Which raises a question for me when I was looking through the currently updated PDF. The Maid classline doesn't even have the option for Tested, it seems like that kind of position would outright make any magic be done through a tested mage.)

Added a unfinished Chaos Dunk to level 5. If it keeps true to the source material it's use is an end of campaign sacrifice to kill a BBEG plus his army plus his castle and the surrounding land. In the game Barkley survives the first one he makes, but is implied to not survive the second one made at the very end to kill Shadow Barkley. I suppose this has it's place as long as the rest of the party has time to bail in a ship, but I can't think of any other feat that just hands something so powerful to the player, even with its almost certain suicidal kickback.

Accessorize has been added to level 3. Considering having it be 5 instead, because +2k0 seems like a hefty bonus to skills you'd already be doing for your dress and job (Athletics, and even Performance for getting all Globetrotter). Not to mention the class it was made for (Maid) doesn't get it until 4, which seems to set a precedence that making it level 3 might be breaking.

Went into detail on the Peer, even though it's a general feat. That's more for here, to give some examples of what kind of organizations can be found within that general line. The Sigil itself has room for several teams and could easily fit a Sigil Basketball Association. Maybe it's own team for a wider scale association, like a Central Wheel Basketball League. Maybe I'm thinking too much about wide scale basket ball organizations in the Wheel.

The overall style I'm going for here is a focus on throwing weapons, light armor, and the ability to weave out of the way through attacks. Illusions and the combination of Gun Kata and Sword School should encourage Globetrotter flare, but if it really comes down to it an optional WP feat means you can pull out a revolver and shoot a guy with trained accuracy. After all, when you get down to it the first image is really of a Guns'braster (one who brasts with guns').

I know I'm probably forgetting something, either a detail I added or a detail I forgot to add, but in time that will get pointed out and bit by bit this will get done.
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weredrago2
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I still think the fact that a Baller can take Tested and Lost Papers is hilarious. Is Jordan a member of the Inquisition, hunting unsanctioned Ballers for the Imperium?
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Lorko

Either that or a Harmonium Hardhead. Lost papers was very much to get that "no really I'm legit" vibe, what with Bball being banned in Barkley.

Tested is more to do with it being a curtsy most magic using classes should had, unless it's explicitly built around the idea of being a wild user. I guess you could interpret Ballers in Barkley that way, but that'd hurt the possibilities of Basketball being a popular sport across the Wheel. How could you take away the Bloodbowl equivalent of Basketball played (mostly) by Orks and Goliaths from the game?

Who you need to be wary of are street Ballers, playing without sanction in the streets. Their untested abilities providing more danger in the Hives of the Sigil than some gangs, not for violence towards others, but their pushing of magic causing warp phenomenon and even perils in the streets. That's where Jorden comes in.
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weredrago2
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B-Ball is a dangerous game indeed. Daemonhosts and other Warp monstrosities who have taken up the legendary sport are known as Monstars.

Did the Syrne have basketball?
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Lorko

In the least I made a joke about the Mystic B-Ball being "Indisputable proof the Syrne invented Basketball."

But real talk I prefer mysterious precursors to remain mysterious, even in little silly things. What people do with the lore in their game groups is one thing, but actual mystery being unraveled in source material tends to be off putting for me. Both because I like that being something individuals explore and make up for their own games, and because the mystery tends to be their claim to fame. Take that away and they're merely some group of dead guys.
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weredrago2
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I can accept that.
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