Gale (Technique)
A strong burst of wind emanating from the user.
Base
Technique Type: Specialty / Support Performance: Standard Action Delivery: Wave Range: 15ft. Effect Type: Active Channeling Duration Tier (DT): S Duration: 3 rounds Saving Throw: User's [Potency] vs Target's [Guard]
A strong wind is sent forward from the user, prompting Guard checks on all targets within the threatened range to avoid getting pushed back and becoming Downed. These Guard checks must be performed on every round that the effects are still active. A failed check knocks the subject down, and pushes them away a total of up to 5ft. per the user’s base Potency (not the roll result). A critical success doubles the knockback of this Technique.
Gale, of course, affects anything within its range just as any strong wind typically would, being a useful Technique to push away gas, disturb the flight of winged subjects, among other things.
Gale is strong enough to disarm targets within its range, in this case pinning the user’s Potency against the target’s Physique, should the roll be successful then blowing away any held gear.
Modification
Requirement: [Performance: Standard Action] [Effect Type: Active Channeling] [Duration Tier: S]
As a modification, the feature's effects come out in a cone-like shape in conjunction with the existing effects.
Upgrades
1 point:
Range Upgrade: 5ft.
2 points:
Violent Changes: The direction that the wind blows can be suddenly shifted in such a way that those resisting it can be caught off guard. Acquiring this upgrade grants an +5 bonus to the Potency roll of this Technique's user for every round it has remained active.
Twister: Can now selectively be deployed as a Field (radius) technique.


















