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Gun Kata - Shining Wind; The healing is a side effect of the hurting.
Topic Started: Sep 18 2015, 05:47 PM (444 Views)
Eisenritter
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Old Iron Knight
The Shining Wind is a synthesis of archery and divine magic, said to have originated among temple maidens charged with protecting the shrine. It is one of if not the oldest gun kata known to exist, second only to Elemental Gearbolt, with which it seems to share several principles.

Medicae is the key skill for Shining Wind, an understanding of the body's structure and how best to deliver the doses of healing magic without harming it further. Primitive weapons like bows and crossbows are the traditional weapons of the Shining Wind style, and while they aren't necessarily more effective, the projectiles are easier to get out of the body once the healing is done.

Level 1: Apprentice

(1)Evil-Sealing Arrow: This attack gains the Snare property.

-Action (Called Shot): Use Called Shot actions in trick shots. Any attack-related advantages applied to this Trick Shot are applied to the attack that benefits from the called shot bonus.

Level 2: Initiate

(-2)Healing and Hurting: Halve this attack's damage before applying Armor or Resilience.

(1/3)Sweet Release: For 1 point, heal an ally adjacent to the target for 1 Hit Point. For 3 points, heal the ally for 2 Hit Points.

Level 3: Journeyman

(-1)Skill (Medicae): As part of this attack, make a Medicae check against the target's Static Defense. If it fails, the attack fails.

(3)Aura Shot: This attack deals no damage. Instead, the caster may spend any number of resource points while making this attack. If they do, the hit target is healed for that many hit points.

Level 4: Master

(2)Side Effects May Include: If this attack hits the target, roll 1d10. On a 1-3, this attack gains the Shocking special quality. On a 4-6, this attack gains the Incendiary special quality. On a 7-9, this attack gains the Toxic special quality. On a 10, this advantage does nothing.

-Sacred Shooter: You can choose for your Ballistics attacks to deal E damage. If you do (and the attack wouldn't deal E damage already), it deals +1k1 damage and is treated as a magical weapon.

Level 5: Grandmaster

(2*)Shining Shot: This attack deals no damage. Instead, this attack restores 1 point of critical damage to the body location it hits for each time this advantage is taken. If this advantage is taken at least three times, it can even restore a missing limb.
Edited by Eisenritter, Nov 10 2017, 11:37 PM.
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Yog-Sothoth
Extremely Confused
Most healing spells/abilities cost resource points; you may want to reduce the amount healed with Aura Shot to either half, or make it cost 1 resource point per 1 or 2 HP regained.
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Eisenritter
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Old Iron Knight
...Does a gunshot really take that many hit points off?
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Methodia
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Mediocre Overlord
I like the sword school, seems like an interesting way to be a healer. As it is now I don't see too much wrong at all with the rules. Other than maybe lack of an actual placement. Maybe you could make it swap out for Elemental Gearbolt, there is a comparison made to it. Or you could always write up a healer class.
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Neveron

Eisenritter
Sep 19 2015, 02:18 PM
...Does a gunshot really take that many hit points off?
When it's a Trick Shot? Probably, yeah. At the level you get Aura Shot you could have a base 5k5 (Lascannon) plus 3k0 from advantages (for restrictions, take Difficult Strike since recharge, the medicae skillcheck, and -1k0 to-hit.)

8k5 has an average damage of 40.7, so against a third-level Human it'd be 8 damage. The Lascannon has 10 Penetration, so the only armor that matters is Power Armor in which case you do an average 4.66... damage instead. Dwarves, Dryad Matrons and Dragonborn get +6,66...HP.)

Chances are that you'll be proficient in the Lascannon since it's in the Basic and Las proficiencies, but if you aren't then you'll need a way to get around losing +3k0 (~10) - maybe ask your GM if they can count as Helpless on account of being a willing target to your medigun. (You probably won't have much of an issue with the medicae skill check, though, since it's probably going to be higher than your attack roll.)
Also, Point Blank (within 2m) means +2k1 to hit, while short range is +1k0. Worth remembering. A pocket medic who's proficient in it and shooting point-blank is rolling ~9k6 against an SD of what, 18-30? That's a 3% miss chance at worst. Nonproficiency means 6k6, so 1-26% miss chance.


This means that this Gun Kata is without a doubt the single strongest source of healing in the entire game - Healing Surge only gets maximum +5 for five resource points, Devoted Spirit only gets +2 with a tactical limitation, Cure Moderate Wounds is limited much like Healing Surge is since you can't spend more resource points than your level, and while Divine Power can heal more it's also pretty damn slow and has a harsh cost.

Also, Shining Shot is just straight-up better than Regeneration but it's also three levels higher so whatever.
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ReptileViking
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My own Midnight Caste Deathkings can heal 15hp with 5 souls (which need dead enemies and resource points to obtain).

Still, Aura shot does allow basically infinite free healing.
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weredrago2
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He Who Posts Too Much
As said earlier, Shining Shot would make a good Elemental Gearbolt alternate, considering it lacks a class. It could also be added to the Cleric track.
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Eisenritter
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Old Iron Knight
Neveron
Sep 20 2015, 08:47 AM
*maths*
Thank you, revision forthcoming.

EDIT: Alright, let's try that.
Edited by Eisenritter, Sep 20 2015, 01:00 PM.
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Neveron

New Aura Shot looks fine, yeah.

Just for reference, if anyone is interested in figuring out roll-and-keep probabilities I find this Legend of the 5 Rings site to be extremely useful. If you want to math out something with jamming or psychic phenomena or whatever you'll probably need to figure out how to make AnyDice cooperate with you, though.
Edited by Neveron, Sep 20 2015, 02:54 PM.
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Eisenritter
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Old Iron Knight
Dropped in as a Gearbolt equivalent, pending further discussion.
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