Gun Kata - Ringing Vale
Oct 2, 2020 6:46:33 GMT -6
Post by yog on Oct 2, 2020 6:46:33 GMT -6
RINGING VALE
There are some things you just can't prepare for, and so Ringing Vale adepts have learned to take the preparations of their enemies as their own. Fittingly, the essence of this gun kata was first evoked by a team of space ninjas who boarded an alien spelljammer to either destroy a planet-busting superweapon, or to steal it.
The key skill for Ringing Vale is Common Lore, as adepts must be familiar with every firearm under the sun, and its special action type is Disarm: there isn't much more satisfying than blasting a berk's face in with their own gun.
With School Equivalency, Ringing Vale is an alternative to the Point Blank gun kata. When entering the first level of a class that offers the Point Blank gun kata, you may choose to substitute it with Ringing Vale.
Level 1: Apprentice
- Give It Up
If you make a Ready action after you Disarm an enemy to ready the weapon that they drop, the Ready action does not provoke opportunity attacks.
- Action (Disarm)
Use Disarm actions with trick shots. Any attack-related advantages applied to this Trick Shot instead are applied to your next attack if you use this action to disarm an enemy of their weapon and use that weapon in your attack.
Level 2: Initiate
(-1) Sealing the Peace Vault
This attack causes the weapon to jam, or empties the clip if the weapon cannot jam.
(2/4) Frozen Synapse
This attack does not provoke opportunity attacks. At 4 Style Points, add: A target hit by this attack cannot make opportunity attacks until the beginning of your next turn.
Level 3: Journeyman
(-1) Skill (Common Lore)
As part of this attack, make a Common Lore check against the static defense of the target. If it fails, the attack fails.
(1/2) One Gun Crossfire
If you can use the weapon in melee, and this attack is a Full Auto Burst: Instead of the normal effects of a Full Auto Burst, the attack is made against a number of targets engaged in melee combat with you up to the weapon's ROF. At 2 Style Points, add: If this weapon's ROF is S/-, it becomes S/2.
Level 4: Master
- Free Bird
Once per scene, you may make one action with the Movement subtype, except the Run action, as a free action.
- Instant Firing Squad
Opponents you Disarm provoke an opportunity attack.
Level 5: Grandmaster
(4) Turbo Killer
If this attack would take a Full Action, then it may be made as a Half Action.
There are some things you just can't prepare for, and so Ringing Vale adepts have learned to take the preparations of their enemies as their own. Fittingly, the essence of this gun kata was first evoked by a team of space ninjas who boarded an alien spelljammer to either destroy a planet-busting superweapon, or to steal it.
The key skill for Ringing Vale is Common Lore, as adepts must be familiar with every firearm under the sun, and its special action type is Disarm: there isn't much more satisfying than blasting a berk's face in with their own gun.
With School Equivalency, Ringing Vale is an alternative to the Point Blank gun kata. When entering the first level of a class that offers the Point Blank gun kata, you may choose to substitute it with Ringing Vale.
Level 1: Apprentice
- Give It Up
If you make a Ready action after you Disarm an enemy to ready the weapon that they drop, the Ready action does not provoke opportunity attacks.
- Action (Disarm)
Use Disarm actions with trick shots. Any attack-related advantages applied to this Trick Shot instead are applied to your next attack if you use this action to disarm an enemy of their weapon and use that weapon in your attack.
Level 2: Initiate
(-1) Sealing the Peace Vault
This attack causes the weapon to jam, or empties the clip if the weapon cannot jam.
(2/4) Frozen Synapse
This attack does not provoke opportunity attacks. At 4 Style Points, add: A target hit by this attack cannot make opportunity attacks until the beginning of your next turn.
Level 3: Journeyman
(-1) Skill (Common Lore)
As part of this attack, make a Common Lore check against the static defense of the target. If it fails, the attack fails.
(1/2) One Gun Crossfire
If you can use the weapon in melee, and this attack is a Full Auto Burst: Instead of the normal effects of a Full Auto Burst, the attack is made against a number of targets engaged in melee combat with you up to the weapon's ROF. At 2 Style Points, add: If this weapon's ROF is S/-, it becomes S/2.
Level 4: Master
- Free Bird
Once per scene, you may make one action with the Movement subtype, except the Run action, as a free action.
- Instant Firing Squad
Opponents you Disarm provoke an opportunity attack.
Level 5: Grandmaster
(4) Turbo Killer
If this attack would take a Full Action, then it may be made as a Half Action.