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| Gun Kata - Shining Wind; The healing is a side effect of the hurting. | |
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| Tweet Topic Started: Sep 18 2015, 05:47 PM (445 Views) | |
| Eisenritter | Sep 18 2015, 05:47 PM Post #1 |
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Old Iron Knight
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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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| Eisenritter | Dec 23 2015, 04:47 AM Post #11 |
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Old Iron Knight
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Removed the third "fluff" paragraph. |
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1:54 PM Jul 11