Caroline Denton
Character Info
Class: Gunslinger
Level: 10
Owner: Aleyanna (Tim)
Completed Missions: 74
Earned: 64
Spent: 46
Remaining: 18
Perks earned: 10
Perks spent: 10
Perks remaining: 0
Personality
Recent Missions
-
Darts of Pleasure Offscreen
Oct 11, 2026 · +1 MerxIn a rare twist, Caroline is tasked to partake in a darts competition. She uses her flourishes to take the top score.
Sourced from Torture Tyrant on Oct 11, 2026.
-
The Showdown Offscreen
Oct 11, 2026 · +1 MerxCaroline is tasked to be in a dueling competition with her revolvers. She was quick, and precise.
Sourced from Pounce on De Nance on Oct 11, 2026.
-
Big Engine That Could Offscreen
Oct 11, 2026 · +1 MerxCaroline helps escort a train carrying supplies through enemy territory. No baddies are getting the relief food for those in need.
Sourced from End to the Blood Pit on Oct 11, 2026.
-
Airship Antics Offscreen
Oct 11, 2026 · +1 MerxCaroline helps retake a captured airship. She shoots, and schmoozes her way, through the airship, reclaiming it for the contracted party.
Sourced from Ballroom Blitz on Oct 11, 2026.
-
Sunrise Showdown Offscreen
Oct 11, 2026 · +1 MerxCaroline is tasked to be the fastest gun against a renowned sharpshooter. He was quick, but she was quicker.
Sourced from Blood in the Bayou on Oct 11, 2026.
Stats
+++ Vitality
Keep someone talking even as they try to kill you.
Heartening: Knit a broken bone.
+ Might
Crush an apple one-handed.
+ Resilience
Pop a dislocated shoulder back in without flinching.
++ Spirit
Pick out unspoken tension between two people in a group.
Intuition: Confirm that great danger is imminent.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
+++ Sensory
Hear someone’s breathing through a solid wall.
++++ Reflex
Comfortably land a 3-story drop unscathed.
++++ Vigor
With a running start, leap clean across a four-lane street.
Stamina: Drop a Threshold after sprinting a marathon.
+++++ Skill
Cut a bullet mid-flight.
Expertise — Lockpicking: Open a tumbler lock in seconds without any tools.
++ Intelligence
Deduction: Confirm a secret passage’s presence based on an untraceable breeze.
Expertise — Computers: Hack a mainframe first try.
+ Luck
Happenstance: A harmful strike becomes a glancing blow.
Class Abilities
Pitch a preexisting relationship between yourself and a chosen NPC, no matter how unlikely it might be.
Teleport one of your sheathed weapons into your hands; while this Ability lasts, your weapons are automatically reloaded with Conjured ammunition.
Hold one or more targets' attention, Compelling H them to neither attack nor flee.
Bounce a projectile off a surface; it remains intact and retains its momentum.
Signature Gear
Map depicting the local area.
Collection of mismatched jewelry from distant lands.
Short, breech-loading, double-barreled shotgun firing a tight cone of buckshot.
Single-action six-shooter.
Single-action six-shooter.
Skintight bodysuit that may be worn discreetly under other clothing or gear.
Small, sound-isolating communicator tucked in an ear.
Heavy pistol firing a retractable cable tipped with a tether, requiring a few seconds to fully retract before being fired again.
Provides a Mid Ward against weather (sun, wind, rain, etc.). The owner may outstretch their arms to effortlessly glide using this cloak, gaining altitude via wind currents.
Single-shot, falling block-action firearm.
Mods
- Suppressor — Silences low amount of shots
- Stripper Clip — Clips holding five rounds
Provides a Mid Ward against weather (sun, wind, rain, etc.). Delivering a smooth one-liner will make others perceive the owner as more cool & mysterious, and take them more seriously.
Travel pack full of cheap, everyday objects and souvenirs acquired during previous travels. Accessed via Pitches, specifying where and how the objects were obtained.
Increases the ammunition of all the owner's firearms by one Power Rating (to Low if unlisted). 3x per mission, you may Pitch pulling a loosely-realistic, specialized round (incendiary, hollow point, smokescreen, etc.) from it.
Set of small, decorated ordnances (max 6 per mission); each bursts into a thick cloud of colorful smoke that does not at all obstruct the Illusionist's own vision.
Intelligent pet bird, capable of following sophisticated commands.
- May be telepathically recalled to the owner’s side at all.
-
You may Pitch that a being knows of your character and recognizes this bird as their emissary (Mid Cooldown).
- Your character becomes aware when this happens and may send that being a Mid-length telepathic message.
Common Items
Devil sticks for juggling
Combat knife
Ability Perks
Shootout
- Spread Gun: May opt to lower effective range of shootout, in turn, bullets from used weapons have a spread pattern.
- Friendly Fire: Bullets don't harm allies, instead passing through them. (Compound) compounding
- Double Trouble: Teleports a second sheathed one handed weapon into your hands. compounding
Standoff
- Watch this!: Twirl a non-threatening object while in standoff to lower enemy resolve.
- Trust me: Characters rapport has been established with feel comforted and safe. (Compound) compounding
- Toss of Confusion: Enemies will feel confused for low duration after finishing standoff. (Compound) compounding
Trickshot
- Elemental Shot: By incorporating a certain pattern into the weapon flourish, the next shot can be imbued with a natural elemental property.
Appearance
Early 20's, 5'8", 135 pounds, a bit athletic owing to working with machinery. Black hair, pale skin, generally dresses in full body leathers (black), with dark brown boots.
Saddle horse skin: Raptor, blue skin, no attacks
Cowboy hat: Bersaglieri hat
Eye in the sky: Little griffon
Background
Caroline, or Caro for short, has always been a bit of a gun gal. She has trained with guns from a young age, from her world. She was originally going to become a gunsmith and focus on making the weapons, but she was brought into the Enclave, as they sensed her marksmanship skills. She plans to use this to hone her skills, and hopefully bring something back home to become the best gunsmith of them all.
Flavor
Caroline is optimistic and cheerful and always tries to see the best in things. She won't let a temporary setback bring her down. Having been on numerous missions, she now exalts an air of confidence and a can do spirit, that would inspire others to give it their all. She won't hesitate to fight if need be, but will usually try to talk a foe down first/rely on social play.
In a mission, Caroline always try to do something good for any civilians. If she can't do it immediately in the mission, she will work on getting back there as soon as possible.
Previously, prior to the Enclave, she has left a couple of friends to die, when they told her to go despite her being able to save them. She is aiming to break that cycle.
When not on missions or at her shop, she loves to help train the new gunslingers in the Enclave.
Has spent 4 merx to bump will to 1, 4 merx to get int to 1, and then 5 merx to bump int to 2
Missions:
- Epsilon Gambit: First mission, and despite taking a licking from a helicopter minigun, she helped in getting a bank robber to calm down.
- The Wizard, The Fire, and the Basement: Collateral damage in stopping a wizard? Just another day for an Enclave agent.
- Metal Demon Magic: Bringing happiness back one dead metallic abomination at a time.
- Royal Rumble: Nemi and Caro team up again. And the opposing emperor king learns a deadly lesson of a deadly duo.
- Burn the House, Jack: The gunslinger gets into her groove, as she helps three other agents bring a bandit back in alive. And once again, fire is involved.
- The Thirsty Waterboy: Failed trial by combat. But then again, Waldrick didn't help his cause either. But, successful hug with her new friend Nemi!
- Blood for the Blood God: Stopping a blood god with ritual items from a friendly family. Best friend saves her via testudo shield wall.
- Magic Jello Time Crisis: Sorcerer could have been an issue. A helpful wanderer teammate ensured he was going to not be such.
- What a Horrible Night to Have a Werewolf Curse: Took a few nicks, but silver coach gun pellets are excellent werewolf repellent. Just ask the dead werewolf she used it on.
- Frosty Welcome: We Want Them Gone: Saved the manor from the darkness. Darkness learned that he could not mentally mess with Caroline.
- Wedding Crushers: Helped with a wedding. Took down two champions. Do not make her upset.
- Lies and Waters: Teams up with a librarian to recover a book. They also end up recovering a key as well, starting peace between elves and naiads.
- Guns, gore and g-g-glitches: Emergency ping in to help new agents with a game. Lots of zombies, some headshots.
- P For...: Storm the castle to save Izzy. And along the way, introduce a castle to P4, with very much unexpected results.
- Jocker's Wild: Big brother type game show, where Caroline has to help a teammate win. She also gets one of the competitors to help out with it, everyone wins.
- Shields Up! Thunder Shots!: Superhero action on a ski resort. Caroline works with a thane and thunderbird to help take down a monster. She also kind of brings the pep to the event.
- The Fast & The Zaniness: Get badgers in a trenchcoat to safety. They are princes after all that can take over the kingdom. A lot of shooting transpires, as Caroline takes on robots and candycane men.
- Chinchillin': Save the tiny chinchilla hivemind. And while you're at it, show off your marksmanship up close and from afar.
- Soulless Lands, Chapter 1: Caroline and friends help get gloves from monks. Nemi does most of the work though, but Caro does keep the other monk busy.
- Seekers of the Sun Chapter 4: Save the seekers from a predicament. It features Caro's long range quiet sniping, devil sticks a plenty, and finishing off the mean Dame Meliffany.
- Captain Hooky: Two sloops have played hooky, and it's up to Caroline, Wisp, and new member Hector to get them to rejoin the armada.
- Into the Woods: Into the woods to find out what's making children not talk. A success, and Caroline doesn't even need to fire her weapons.
- Demon Hunters: Rapid deployment onto an island to stop a demon with a ritual. Thankfully, Caroline is able to respond in spades, and also has strong teammates.
- Forever Train: More social play in figuring out how to solve an aging thing. And bonding with a fellow steampunker person.
- Second Annual Tri-Phasic Rally: Steampunk fun! Caroline, Seraphina, and Misato engage in helping Chip & Cup in winning a big rally event.
- New Game Plus: Through a gate and into a virtual world of sorts. Caroline and team head in and set up a base camp, for future expeditions against gates.
- Darius's Day Off: A god is taking a vacation because the boys are overworked. Caroline and team help convince him to get the boys have breaks.
- Deer God, What a Boar: Frost wyrm is asleep! And a deer boar creature is causing problems! Caroline and team deal with bee fey and send the creature home.
- Two Times Four Coins: Time wackiness with magical coins. Caroline helps a new agent as well!
- Phoenix Ashen-Reborn: Third Mission of Hollow Gate Plus. Caroline helps two factions join together into one. And deal with plaguelike bugs along the way.
- Rules Lawyer From Hell: Viva le revolution, and numerous mandates are causing problems. So a gunslinger shoots her problems away, obviously!
- Spicy Chickens: East versus west. Caroline and team have to stop the cold war from heating up.
Conduit Mission Credit:
- Mission hosted; Pounce on de Nance: Evil lord had to be stopped who was harming peasants. Wheelchair bound Thane and fast freerunner kicked ass. Off screen mission: The Showdown. Caroline is tasked to be in a dueling competition with her revolvers. She was quick, and precise.
- Mission hosted; End to the Blood Pit: A massive arena brawl broadcast live on television. The ending was not what anyone expected with the announcer being eliminated, and the show ending. Off screen mission: Big Engine That Could. Caroline helps escort a train carrying supplies through enemy territory. No baddies are getting the relief food for those in need.
- Mission hosted; Ballroom Blitz: Three people go into a mansion to steal intelligence. The end result is it getting snagged, as well as causing all sorts of chaos. Off screen mission: Airship Antics. Caroline helps retake a captured airship. She shoots, and schmoozes her way, through the airship, reclaiming it for the contracted party.
- Mission hosted; Blood in the Bayou: Medical supplies were lost in a swamp camp ran by brigands. Oh, there were also evil swamp witches. Off screen mission: Sunrise Showdown. Caroline is tasked to be the fastest gun against a renowned sharpshooter. He was quick, but she was quicker.
- Mission hosted; Torture Tyrant: Evil baron loves torture, and causing suffering to his citizens. He ends up getting a nice taste of his own medicine. Off screen mission: Darts of Pleasure. In a rare twist, Caroline is tasked to partake in a darts competition. She uses her flourishes to take the top score.
- I Didn't Say She'd Be Alive: Success, royalty rescued. Thane takes a diplomatic approach rather than a kill all approach. Off screen mission: Trench Terror. Caro has to lead some gunslingers to take a trench for a kingdom. She stares down the evil baron and convinces him to stand down, establishing a ceasefire.
- The Show Must Go On: Oceanboat theatrical zaniness goes on. While two actors humor an audience, the Enclave must ensure their basic acts go off without a hitch. Off screen mission: Miss Me Deadly. A fearsome sniper is hunting down people in a town. Send one gunslinger in to deal with the problem, explosively.
- I Am The Tree: Some silly acrobat has wandered into a crazy nature cult. And guess what? He has to get out, courtesy of a earthy badger, an elven vessel, and a fancy infiltrator. Hosted mission: Treetop Terror. Another sporting adventure. This time, Caroline has to use her wit, vigor, and skill to partake in sharpshooting atop trees, vines, the works.
- A Lonely Cyclops: Vessel and Thunderbird go to remove a cyclops. Everyone is thinking they will fight the Cyclops. However, the thunderbird instead opts to seduce the cyclops. Hosted mission: Anchors Ahoy. Naval boarding action as Caroline protects a steamship and its valuable cargo. Eventually, she has to go board the hostile ship and deals with a hostile navy.
- Horsenado: Another noble rescue mission, but a thunderbird's stormbrewing sends horses up into a tornado. This time around, instead of talking the bandits down, they have to shoot them out. Hosted mission: Something Wicked This Gun Comes. A demonic gun is up for grabs by so many gunmen. Caroline has to stop them, and then destroy the gun.
- Kriegsminister Benzinkanister’d: Rebels take over a fort with guns aimed on a port district. Two noncombatant specialists go in and stop them, with zaniness abound. Hosted mission: Are You Not Entertrained? Caroline is brought in to teach gunslingers on how to survive an arena. And then, their skills are put to the test in the arena, as they come out on top.
- The Bloodless Bloodlet: Stop enough blood from flowing in an arena by any means. It involves evacuating the arena of all the fans, and then turning the duke's guards against him. Off screen mission: Would You Like Cries With That? - Caroline is serving up some orders. And some of those orders include schmoozing her way into backroom deals, and sabotaging them.
- It's Getting Hot in Here: An ice forge has been taken offline by a fire cult. The cult was dealt with, the book found to start the forge, and everyone joins in the chant to get it active. Off screen: Night of the Living Bread. What's this, bread monsters have come alive! And it's all up to a cute gunslinger to take care of them, and then convince their creator to not make them anymore.
- Manmade Moon Monsters: Agents go into a bioengineer base to recover the data from bio creatures. And along the way, learn that the base is very dark, very unethical, and an annoying PA system to boot as well. Off screen mission: Lunar Lunacy. Weird and zany critters from beyond the stars are coming to make others zany. And it's up to Caroline to stop the head honcho. There's panache, and a few quick shots to boot as well.
- The Royal Visit: First chapter of the Exford Kingdom Under Fire saga. Princess Elizabeth Cosworth needs an escort to various places in Northern Dells. And the Enclave is going to make sure she is safe no matter what. Off screen mission: The Duel. A renown marksman has challenged Caroline to a sniping duel of sorts, winner take all. And she isn't going to let some upstart beat her. Even after he tries to cheat his way out of accepting defeat.
- Scorched Earth Policy: Fiery melee soldiers and their brutal baron have been harassing folks for far too long. And it's up to the enclave to stop him. Big bloodlust follows. Hosted mission: The Trench Runner. Caroline has to navigate all the trenches to deliver an important message. And with all sorts of enemies around, it's going to take her wit and skills to survive.
- Bizarre Cultural Practices: A mysterious bongo that brings stability has been stolen. A ragtag team goes forth to recover said bongo. And all the while, they make the Dude run into so many problems.
- (Un)Stable Fable: The orb of Stabilitus has run into a problem. It's up to one brave librarian to go forth into the temple and restore its link to the world. All while avoiding all sorts of problems from the future!
- Pulled Pork Panic: What happens when a famous chef's pulled pork nacho recipe goes missing? Well, send in an oddball to figure out who took it.
- Unburnt Bridges: Someone has stolen Caroline's fancy new prototype! And who else to recover it but her friend Ardis. Freerunning frolics in the jungle!
- Off the Rails: Some fierce canine-like folks have taken over a factory, and are causing production to go south! The only way they can be stopped is through quick action, and quick sleight of hand also.
Key flavor notes:
- Grew up in a port city, has some familiarity with fishing as a result
- She comes from nobility, her branch of the family are smiths (started as blacksmiths, transitioned into gunsmiths)
- Did a couple of city watches and militia patrols. Some at night, wants to be prepared for it.
- Gone on a few magic themed missions, world she comes from is magically inclined.
- Has a gun shop, would carry around extra supplies (i.e. bullet casings and gunpowder)
Satchel Items:
Knecht: A new employee to Denton Firearms, who clearly didn't read the contract saying anyone can be sent on field missions. He carries the hand cannon. His name is Harold.
Level Up — Caroline Denton
Current level 10. Maximum level reached.
Stats
Adjust points if your level-up grants new allocation. Total: 0.
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
++ Vitality
Draw focus of a crowd away from a scuffle.
Heartening: Close up a deep cut.
+++ Vitality
Keep someone talking even as they try to kill you.
Heartening: Knit a broken bone.
++++ Vitality
Tempt a bloodthirsty monster away from helpless prey.
Heartening: Restore a full Threshold of Stamina or Essence.
+++++ Vitality
Distract a regiment of trained soldiers from a battle at hand.
Heartening: Reattach a severed limb (with imperfect recovery of function).
Baseline Might
Lift your own bodyweight.
+ Might
Crush an apple one-handed.
++ Might
Rip a college textbook in half.
+++ Might
Lift one end of a car.
++++ Might
Overhead press an entire car.
+++++ Might
Throw a car a dozen yards.
Baseline Resilience
Survive several minutes of severe bleeding.
+ Resilience
Pop a dislocated shoulder back in without flinching.
++ Resilience
Endure full-body immolation for over a minute.
+++ Resilience
Take a baseball bat straight to the chest with barely a bruise.
++++ Resilience
Survive a pistol shot to the skull without losing consciousness.
+++++ Resilience
Grab a swinging sword without it even breaking skin.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
+ Spirit
See fear in someone’s eyes.
Intuition: Confirm that a mysterious stranger is a friend.
++ Spirit
Pick out unspoken tension between two people in a group.
Intuition: Confirm that great danger is imminent.
+++ Spirit
See past a carefully crafted facade.
Intuition: Confirm the nature of an unknown magic.
++++ Spirit
Determine the sentimental value of an object.
Intuition: Confirm a condemned man’s innocence despite all evidence to the contrary.
+++++ Spirit
Get a sense of what recently happened in a room you enter.
Intuition: Confirm a secret that not a single other soul knows.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Arcane (Without Sacrifice)
Manifestation: Glow brightly.
++ Arcane (Without Sacrifice)
Manifestation: Dictate to a pen while it autonomously transcribes your words.
+++ Arcane (Without Sacrifice)
Manifestation: Hurl a head-sized fireball.
++++ Arcane (Without Sacrifice)
Manifestation: Animate a suit of armor to briefly fight at your side.
+++++ Arcane (Without Sacrifice)
Manifestation: Drain a target’s life through prolonged touch.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
++ Will
Essence: Drop a Threshold after three Mid Costs.
Defiance: Briefly ignore the pain of a broken limb.
+++ Will
Essence: Drop a Threshold after two High Costs.
Defiance: Remain conscious even after several minutes without air.
++++ Will
Essence: Drop a Threshold after five Mid Costs.
Defiance: Lock eyes with a gorgon without turning to stone.
+++++ Will
Essence: Drop a Threshold after three High Costs.
Defiance: Safely handle a cursed artifact known to kill anyone who touches it.
Baseline Sensory
20/20 vision.
+ Sensory
Detect a subtle change in wind speed/direction.
++ Sensory
Smell poison in a drink.
+++ Sensory
Hear someone’s breathing through a solid wall.
++++ Sensory
Count the number of people in a small crowd at a glance.
+++++ Sensory
Pick out the heartbeat of someone buried alive.
Baseline Reflex
Climb a rope.
+ Reflex
Slowly cross a tightrope.
++ Reflex
Backflip on a tightrope.
+++ Reflex
Quickly cram yourself into a square box a third your height.
++++ Reflex
Comfortably land a 3-story drop unscathed.
+++++ Reflex
Walk in someone’s shadow, matching every movement, without being noticed.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
++ Vigor
Throw 60 full-power punches in a minute.
Stamina: Drop a Threshold after jogging a marathon.
+++ Vigor
Keep pace with a horse.
Stamina: Drop a Threshold after 10 minutes of max-intensity combat.
++++ Vigor
With a running start, leap clean across a four-lane street.
Stamina: Drop a Threshold after sprinting a marathon.
+++++ Vigor
Keep pace with a car on the highway.
Stamina: Drop a Threshold after summiting a mountain at top speed.
Baseline Skill
Catch a thrown object one-handed.
Expertise — Piano: Play a simple, two-handed piece.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
+++ Skill
Effortlessly hit a bullseye.
Expertise — Painting: Produce a photorealistic portrait in minutes.
++++ Skill
Catch a fly between two fingers without killing it.
Expertise — Surgery: Perform an open-heart operation solo.
+++++ Skill
Cut a bullet mid-flight.
Expertise — Lockpicking: Open a tumbler lock in seconds without any tools.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
+ Intelligence
Deduction: Confirm that a fleeing suspect has doubled back when the trail goes cold.
Expertise — Cartography: Decipher a strange map.
++ Intelligence
Deduction: Confirm a secret passage’s presence based on an untraceable breeze.
Expertise — Computers: Hack a mainframe first try.
+++ Intelligence
Deduction: Confirm that someone is a dentist by the way they hold a pen.
Expertise — Entomology: Recite any fact about any local species of ant.
++++ Intelligence
Deduction: Confirm a villain’s master plan based on the password to his computer.
Expertise — Chemistry: Create a potent explosive out of pantry ingredients.
+++++ Intelligence
Deduction: Confirm the precise time and cause of a death from a single drop of blood.
Expertise — Stock Trading: Quadruple an investment in minutes.
Baseline Luck
Happenstance: Find an inconsequential object.
+ Luck
Happenstance: A harmful strike becomes a glancing blow.
++ Luck
Happenstance: Find a useful object convenient to hand.
+++ Luck
Happenstance: An enemy improbably misses an easy killing blow.
++++ Luck
Happenstance: A critical item happens to be left unattended in your presence.
+++++ Luck
Happenstance: Clean out a poker table without once needing to bluff.
Abilities
Add a perk to any ability you have. A new perk can compound with an existing perk or another perk you add here.
- Spread Gun: May opt to lower effective range of shootout, in turn, bullets from used weapons have a spread pattern.
- Friendly Fire: Bullets don't harm allies, instead passing through them. (Compound) compounding
- Double Trouble: Teleports a second sheathed one handed weapon into your hands. compounding
- Watch this!: Twirl a non-threatening object while in standoff to lower enemy resolve.
- Trust me: Characters rapport has been established with feel comforted and safe. (Compound) compounding
- Toss of Confusion: Enemies will feel confused for low duration after finishing standoff. (Compound) compounding
- Elemental Shot: By incorporating a certain pattern into the weapon flourish, the next shot can be imbued with a natural elemental property.