Gun Kata - Lucky Break
Aug 11, 2018 0:52:42 GMT -6
Post by GuardianTempest on Aug 11, 2018 0:52:42 GMT -6
(Special thanks to Username and Sandova Mirell for helping out with the fluff and some of the mechanics)
Sometimes your best option to face overwhelming adversity is simply cheating when the opportunity presents itself. What's the point of fighting fairly if you will just die doing so? Clearly it's time for honor to take a back seat and pull out every dirty trick in the book. Sure, you might get called out and lose face but "cheater" is a better label than "dead on the spot".
Deceive is the key skill of Lucky Break as its practitioners put up an elaborate facade of incompetence and good fortune before completely blindsiding their enemies, claiming that it was all an act. It is said that this Gun Kata was inspired by the bizarre adventures of a Luminary whose luck seemed to grow in proportion to his surrounding danger.
Level 1: Apprentice
- Tequila Surprise: You may use Trick Shots in the Surprise Round, even if you cannot act normally otherwise.
- Action (Delay): Use Delayed actions with trick shots. If the action taken does not include an attack with a weapon, any attack-related advantages you apply to the trick shot are instead applied to your next ranged attack. That attack may not be a Trick Shot.
Level 2: Initiate
(-1) As Long As It Works: This attack may only be made with weapons you are not proficient with.
(1/3) Startling Platinum: If this attack hits, the target must make a Pinning Test with an extra check on the test for every two raises on the attack roll. For 3 points, this effect applies to all characters within 5m of the target.
Level 3: Journeyman
(-1) Skill (Deceive): As a part of this attack, make a Deceive test against the target's Static Defense. If it fails, the attack fails.
(2) Hermit's Perplexing: Targets that attempt to Dodge this attack and fail can only use a single Half Action on their next turn.
Level 4: Master
- Unfair Tactics: Your ranged attacks benefit from Ganging Up as if you are engaged in melee as long as your target is in Short Range or closer. (Required distance varies depending on the individual weapon/attack's range)
(-2) Obfuscating Showmanship: This attack must be a 2-die stunt or higher.
Level 5: Grandmaster
(4) Wait For It: If this attack misses, it comes back against the same target at the end of the next 1-5 turns (decided when the attack is performed) using the same attack roll with a +10 static bonus. This effect only applies once, the attack does not return again if it misses for the second time.