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| traits:buckshot_x [2026/01/28 12:51] – ms_ash | traits:buckshot_x [2026/06/24 21:14] (current) – ms_wuntch |
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| **<wrap preview>[[:Traits|Trait]]</wrap>** \\ | **<wrap preview>[[:Traits|Trait]]</wrap>** \\ |
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| This <wrap preview>[[:Items:Equipment:Weapons|Weapon]]</wrap> deals X instances of [Damage] on a <wrap preview>[[:Game_Mechanics:Success and Failure:Success|Successful]]</wrap> <wrap preview>[[:Game_Mechanics:Attacks|Attack]]</wrap>. This [Damage] is [Mitigated] first, then applied X times. X is equal to the amount indicated in the <wrap preview>[[:Game_Mechanics:Definitions:Ability]]</wrap> name. If the [Damage] is a variable, such as with a [Determination Die], the [Die] is rolled and [Migated], separately, X times.\\ | This <wrap preview>[[:Items:Equipment:Weapons|Weapon]]</wrap> deals X instances of [Damage] on a <wrap preview>[[:Game_Mechanics:Success and Failure:Success|Successful]]</wrap> <wrap preview>[[:Game_Mechanics:Attacks|Attack]]</wrap>. This [Damage] is [Mitigated] first, then applied X times. X is equal to the amount indicated in the <wrap preview>[[:Game_Mechanics:Definitions:Ability]]</wrap> name. If the [Damage] is a variable, such as with a [Determination Die], the [Die] is rolled and [Mitigated], separately, X times.\\ |
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| This <wrap preview>[[:Items:Equipment:Weapons|Weapon]]</wrap> can not cause more than a single <wrap preview>[[:Game_Mechanics:Injuries|Injury]]</wrap>, <wrap preview>[[:Game_Mechanics:Panicking|Panic]]</wrap>, or [Malfunction] in a single <wrap preview>[[:Game_Mechanics:Attacks|Attack]]</wrap>. For each additional <wrap preview>[[:Game_Mechanics:Injuries|Injury]]</wrap>, <wrap preview>[[:Game_Mechanics:Panicking|Panic]]</wrap>, or [Malfunction] that would be caused beyond the first, prevent them and instead gain +5 to the pending [Test] for each one prevented this way.\\ | This <wrap preview>[[:Items:Equipment:Weapons|Weapon]]</wrap> can not cause more than a single <wrap preview>[[:Game_Mechanics:Injury]]</wrap>, <wrap preview>[[:Game_Mechanics:Panic]]</wrap>, or [Malfunction] in a single <wrap preview>[[:Game_Mechanics:Attacks|Attack]]</wrap>. For each additional <wrap preview>[[:Game_Mechanics:Injury]]</wrap>, <wrap preview>[[:Game_Mechanics:Panic]]</wrap>, or [Malfunction] that would be caused beyond the first, prevent them and instead gain +5 to the pending [Test] for each one prevented this way.\\ |
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| **Example 1**: If a [Medium Scattergun], with 3 [Meat Damage] and [[:Traits:Buckshot X#Buckshot X|Buckshot 8]], <wrap preview>[[:Game_Mechanics:Success and Failure:Success|Successfully]]</wrap> <wrap preview>[[:Game_Mechanics:Attacks]]</wrap> a [Target] with 2 <wrap preview>[[:Ratings:Armour]]</wrap>, the [Damage] will be reduced to 1. Then it will deal 1 [Meat Damage] to the [Target] 8 times.\\ | **Example 1**: If a [Medium Scattergun], with 3 [Meat Damage] and [[:Traits:Buckshot X#Buckshot X|Buckshot 8]], <wrap preview>[[:Game_Mechanics:Success and Failure:Success|Successfully]]</wrap> <wrap preview>[[:Game_Mechanics:Attacks]]</wrap> a [Target] with 2 <wrap preview>[[:Ratings:Armour]]</wrap>, the [Damage] will be reduced to 1. Then it will deal 1 [Meat Damage] to the [Target] 8 times.\\ |
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| **Example 2**: If, in the above example, the target has 4 <wrap preview>[[:Ratings:Health]]</wrap> remaining, the first three instances of 1 [Meat Damage] are applied as normal. However, the 4th instance of [Damage] will reduce the [Target] to 0 <wrap preview>[[:Ratings:Health]]</wrap>, causing an <wrap preview>[[:Game_Mechanics:Injuries|Injury]]</wrap>. Then, the remaining 4 instances of [Damage], which would otherwise cause 4 <wrap preview>[[:Game_Mechanics:Injuries|Injury]]</wrap>, are prevented and the pending <wrap preview>[[:Game_Mechanics:Injuries]]</wrap> [Test] gains a +20 to the <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap> instead. | **Example 2**: If, in the above example, the target has 4 <wrap preview>[[:Ratings:Health]]</wrap> remaining, the first three instances of 1 [Meat Damage] are applied as normal. However, the 4th instance of [Damage] will reduce the [Target] to 0 <wrap preview>[[:Ratings:Health]]</wrap>, causing an <wrap preview>[[:Game_Mechanics:Injury]]</wrap>. Then, the remaining 4 instances of [Damage], which would otherwise cause 4 <wrap preview>[[:Game_Mechanics:Injury]]</wrap>, are prevented and the pending <wrap preview>[[:Game Mechanics:Injury]]</wrap> [Test] gains a +20 to the <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap> instead. |