Gun Kata - Divine Flame
Aug 8, 2018 23:20:25 GMT -6
Post by Amanojyaku on Aug 8, 2018 23:20:25 GMT -6
The Divine Flame refers to the energy born of the stars, the potential within every atom to create life and light and burning hellscapes... a power conceived with the very first fission bomb detonated in a crystal sphere, researched and refined until the advent of plasma weaponry allowed men to hold the very Sun in one hand. It goes without saying that the only difference between a Divine Flame adept and a teenage pyromaniac is that the former still has both her original hands.
The Divine Flame's key skill is Tech-Use, learning to enhance and maintain the delicate machinery that allows the nuclear power to work. Originally developed for use with plasma guns, Divine Flame trick shots heavily favor energy weapons, providing very little for their solid projectile cousins.
Level 1: Apprentice
(1)Shooting Sun: Apply this only to a trick shot using the Reload action. This trick shot gains a static bonus to damage equal to the number of rounds taken to reload, up to your gunslinger level. If the trick shot is made using a weapon that deals E damage, this cap is equal to twice your gunslinger level instead.
-Action (Reload): Use Reload actions with trick shots. Any attack-related advantages applied to this trick shot instead are applied to the next attack using the reloaded gun, which can't be a trick shot.
Level 2: Initiate
(-1)Melting White: This attack may only be made with Plasma weapons.
-Flare Up: Your trick shots that deal E damage gain the Incendiary property.
Level 3: Journeyman
(-1)Skill (Tech-Use): As part of this attack, make a Tech-Use test against the Static Defense of the target. If it fails, the attack fails.
(2)☢CAUTION!!☢CAUTION!!☢: This attack gains the Volatile and Overheats properties.
Level 4: Master
-Hell's Tokamak: Whenever you suffer wounds from a source that deals E-type damage, you may instantly reload a gun in your hands that deals E-type damage. If that gun has the Recharge property, it is also primed and ready to fire on your next turn.
(3)Sunburst Cannon: This attack gains Blast (2).
Level 5: Grandmaster
(6)Atomic Fire: Halve the target's Resilience against this attack. Apply this only to an attack using a weapon that deals E damage.