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Homebrew Class Track - Roller; Kogarasumaru! KILL KILL KILL!
Topic Started: Sep 19 2015, 11:55 AM (495 Views)
Methodia
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Mediocre Overlord
ROLLER

Fruitbooter -> Rudie -> Blader -> Inliner -> Air King

Attributes: Strength, Dexterity, Charisma
Skills: Academic Lore, Acrobatics, Athletics, Brawl, Common Lore, Perception, Stealth, Tech-Use, Weaponry
Completion Bonus: You may Run as a Half Action with Air Gears an additional time per scene.
Schools:
Setting Sun
Desert Wind
Raging Locomotive
Velocity Gear

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FRUITBOOTER
Requirements: Acrobatics 2, Athletics 2
Catfall
Fleet of Foot
Danger Sense
Kickoff
Skill Focus (Acrobatics)
Weapon Proficiency (Basic)*

RUDIE
Requirements: Acrobatics 3, Athletics 2, Kickoff
Evasion
Luck
Gravitational Ignorance
Aggressive Inline
Skill Focus (Athletics)

BLADER
Requirements: Acrobatics 3, Athletics 3, Gravitational Ignorance
Defensive Mobility
Fast Reflexes
Swift Attack
Inertial Potential
Aggressive Inline*

INLINER
Requirements: Acrobatics 4, Athletics 3, Inertial Potential
Hard Target
Combat Master
Fast
Aggressive Inline*

AIR KING
Requirements: Acrobatics 4, Athletics 4, Fast
Step Aside
Lightning Attack
Momentum Slam
Airtime
Aggressive Inline*
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Kickoff: When moving using some sort of manually powered, wheeled device you may move an additional amount of meters equal to your Dexterity once per turn as a free action.

Gravitational Ignorance: When Jumping, double horizontal distance traveled and you may move half the distance horizontally when jumping vertically.

Aggressive Inline: You may treat the TN for Air Gear tricks, jumping or aerial maneuvers as 5 less, to minimum of 5. You may purchase this feat multiple times.

Inertial Potential: While using Air Gears you are always counted as having a running start when jumping, and do not halve vertical jumping distances.

Fast: You may count your Dexterity as being two dots higher for the purposes of determining your speed as long as you're only wearing light or no armor, this stacks with the Asset of the same name.

Airtime: You know how to perfectly tuck and roll midair to shift your center of gravity around enough to keep you up longer. By increasing the TN of an Air Gear trick, or jumping by 15 you may stay airborne for 1 round, increasing the TN further to stay airborne an additional round longer. While airborne you naturally move a distance equal to your speed each round, but can use the Kickoff feat for more movement, and fall much slower than normal, only at a rate of ( 10 - Dexterity) meters per round until the effect ends You must spend a resource point to make a dodge attempt while airborne in this manner.

Momentum Slam: If you move your full base movement speed before making a standard attack, or your maximum charge distance while making a charge, you gain a static +5 bonus to the attack roll and damage.


The only feat I'm unsure of is Airtime, not sure if it's too complex/janky. I have other ideas if people don't like it.
Edited by Methodia, Oct 2 2015, 07:19 PM.
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weredrago2
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He Who Posts Too Much
Looks good. A Raging Locomotive Roller is a hilarious mental image.
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Methodia
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Mediocre Overlord
Buccha (pictured below) from Air Gear is basically that all the way. I'd think Poison Jam from JSR/JSRF also apply.

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Eisenritter
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Old Iron Knight
I'll raise Subaru Nakajima for a Raging Locomotive on roller skates.
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Methodia
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Mediocre Overlord
Alright, I'll accept that. That's way more rad than Buccha ever could be. What anime is that?


And what do people think of the Airtime feat? And the custom feats in general, I tried making a lot of interaction with the jumping rules.
EDIT: Changed the Airtime feat a bit. I'm a bit happier with it now.
Edited by Methodia, Sep 19 2015, 10:34 PM.
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Eisenritter
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Old Iron Knight
That would be Lyrical Nanoha StrikerS.
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ReptileViking
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Methodia
Sep 19 2015, 09:30 PM
Alright, I'll accept that. That's way more rad than Buccha ever could be. What anime is that?
Magical Girl Lyrical Nanoha Striker S

Curses! Ninja'd
Edited by ReptileViking, Sep 19 2015, 11:04 PM.
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