Twisted Metal - F = (mv^2)/2
Feb 28, 2019 23:24:24 GMT -6
Post by Traskus on Feb 28, 2019 23:24:24 GMT -6
Alternate for Stone Dragon
The roar of engines. The flash of afterburners. The reek of burning fuel. These are the heart of the Twisted Metal martial school. It teaches that fighting on foot is for pansies and that your enemies are best served as hood ornaments. It isn't a discipline so much as a rough collection of techniques developed simultaneously in destruction derbies, automotive blood sports and vicious rally races the Wheel over. Although usually only used in ground vehicles, there are tales of crazy or immensely skilled pilots willing to take the risk.
Because of their intimacy with the inner workings of their vehicles, the key skill for Twisted Metal Adepts is Tech Use. The weapon of Twisted Metal is anything big, metal and motorized they can use to run over the competition.
Level 1: Apprentice
Weapon: Vehicle: Use vehicle-mounted melee weapons in martial techniques.
Action: Punch it: Use punch it actions in martial techniques. The advantages of the technique are applied to the next fire mounted weapon action after the punch it action.
Level 2: Initiate
(2) Drive me closer!: As part of the maneuver you or a designated passenger may make a standard attack with a melee weapon. Note: This only works if they can reach outside the vehicle, no making melee attacks from the enclosed engine room of a landraider.
(-2) Need for Speed: You cannot use this maneuver below momentum 6.
Level 3: Journeyman
(-1) Skill (Tech use): As part of this maneuver, make a Tech Use check against the target's static defence. If it fails, the attack fails.
(X) Take the Lead: When successfully resolving the Ramming Speed check, you can take x momentum from the other vehicle and add it to your own. This has no effect on targets without momentum ratings. If you go above 10 momentum the extra speed only lasts until the end of your next turn.
Level 4: Master
Mach-a-go-go: Any vehicle you drive gains +2 to its maneuver rating.
(3) Traffic check: Upon colliding you may move your target up to your vehicle’s current speed. The movement must be within 90 degrees of your own direction.
Level 5: Grandmaster
(5) Push It Tough: Instead of dealing damage on collision with another vehicle you may attempt to force the other driver to perform a specific action. First you must make an Opposed Driving/Pilot Test. If you are successful you may force the target to perform any Vehicle action on their turn. Instead of performing the action, the target can choose to bail or immediately roll on the Out of Control table.