Post by Divergent Reality on Aug 9, 2018 18:35:23 GMT -6
Lots of weapons in The Wheel are dangerous to those on the receiving end. A few are dangerous to the fool carrying them. You see this danger as part of the fun. Embracing the heat and fury in your hands and sharing it with those guys over there.
The key skill for Thermal Runaway is Tech-Use. Pushing these punishing weapons to their limit requires familiarity with their construction and maintenance. During battle the most common pause to decide if that creak or ping was normal or stress failure is during a Reload. Thermal Runaway users can utilize their martial maneuvers with the Reload action.
Thermal Runaway
Level 1: Apprentice
Thermal Conversion - Any time your gun Overheats you may lose two rounds from the clip instead of reloading.
Level 2: Initiate
Gets Hot! (-1) - This attack can only be made by weapons with the Overheats property.
Level 3: Journeyman
Disabled Safety (-1) - As part of this attack, make an Tech-Use test against the static defense of the target. If it fails, the attack fails.
Level 4: Master
Numb Hands - Reduce damage you take as a result of the Overheats property by 5.
Level 5: Grandmaster
Third Degree 3 - This attack gains the Felling property.
The key skill for Thermal Runaway is Tech-Use. Pushing these punishing weapons to their limit requires familiarity with their construction and maintenance. During battle the most common pause to decide if that creak or ping was normal or stress failure is during a Reload. Thermal Runaway users can utilize their martial maneuvers with the Reload action.
Thermal Runaway
Level 1: Apprentice
Thermal Conversion - Any time your gun Overheats you may lose two rounds from the clip instead of reloading.
Action (Reload) - You may use your trick shot in conjunction with the Reload action. Any attack-related advantages you apply to the special attack are instead applied to your next ranged attack. That attack may not be a Special Attack.
Level 2: Initiate
Gets Hot! (-1) - This attack can only be made by weapons with the Overheats property.
Cooking Ammo 2 - The target of this attack must make a Tech-Use test with a TN equal to 10 + (5 x the amount of wounds taken) or ranged weapon they are holding reduce the amount of rounds in the Clip by the number of wounds dealt by the attack.
Level 3: Journeyman
Disabled Safety (-1) - As part of this attack, make an Tech-Use test against the static defense of the target. If it fails, the attack fails.
Scorched Earth 2 - Change the weapon’s firing mode to Flame, and reduce it's range to 30m if it is greater.
Level 4: Master
Numb Hands - Reduce damage you take as a result of the Overheats property by 5.
Weaponized Exhaust - Until the end of the user's next turn they may use an Overheated gun as a Ordinary melee weapon using its regular damage and Pen as E type damage. The attack also gains the Incendiary property.
Level 5: Grandmaster
Third Degree 3 - This attack gains the Felling property.
05-15-2019: Updated the Apprentice Action to specify when the bonuses are used.