Newer
Older
\chapter{Knacks}
\label{knacks}
\index{Knacks}
Characters can individuate themselves by learning various Knacks -- special talents for combat manoeuvres, magic, skills or other abilities.
Most people can pick up a couple of Knacks easily but further Knacks become progressively less intuitive.
\section{Combat Knacks}
\begin{multicols}{2}
\subsubsection{Adrenaline Surge}
The player can declare that super-human effort is being thrown into an action, and gain +1 Strength for a single Initiative click.
This can increase damage, but cannot increase Initiative after a \gls{round} has begun.
Adrenaline surge can be used once each scene for each knack the character has, and no more than once a \gls{round}.
\subsubsection{Berserker}
You enter a bloodthirsty rage when in battle.
After the first round, you gain a +1 bonus to Speed.
After the second round, you gain a +1 bonus to Strength.
You lose the bonuses if you spend a round without attacking.
\subsubsection{Brawler}
The character receives +2 to Strike when making unarmed attacks or grappling.
\subsubsection{Cutting Swing}
The character can cut through more than one opponent at a time, or slice open multiple skulls with a single arc of metal.
Any time the character reduces an opponent to 0 \glspl{hp}, the remaining damage transfers to
any other opponent in range as the weapon slices across multiple throats, stomachs, and limbs.
This process recurs until either no damage or no enemies remain.
}{the next viable target.}
This knack can only be used with missile weapons if enemies are standing in a direct line.
With a flick of your sword into an opponent's wrist or by trapping the hilt you can throw an opponent's sword away. This manoeuvre takes the normal amount of Initiative for using your weapon. You and your opponent make a \textit{resisted} Dexterity + Combat Action, \gls{tn} 7. If the disarm attempt is successful, the weapon is thrown $1D3$ squares in a random direction.
For each Knack the character has, they can defend against one close-range attack per round at the cost of 1 Initiative, rather than 2.
The character is an expert at dodging long-ranged attacks.
They need to spend only 1 Initiative point in order to Keep Edgy (see page \pageref{edgy}) and can thereafter dodge all incoming missile attacks with their Speed +2.
If this knack is taken multiple times, it adds +1 to the roll each time.
This Knack grants immunity to all Sneak Attacks from Ranged weapons, such as bows or throwing knives, just as long as the user is Keeping Edgy.
This knack is automatically granted by using a medium sized shield, so anyone who both has the Knack and a shield could spend 1 Initiative point at the start of the \gls{round} to be able to dodge all incoming missile attacks. If their Speed were +1, they would gain a +4 bonus to dodging, or anyone attacking them would raise the \gls{tn} to hit this character by 4.
\subsubsection{Fast Charge}
If you spend a \gls{round} moving at your maximum speed in order to engage with the enemy, then on the next round you gain a bonus to your Damage, Initiative and Strike, equal to half the number of Knacks you have (rounded up), for the first attack of the round.
Any attack the character makes of 12 Damage or more gains a number of additional Damage equal to the number of Knacks they have.
Purchasing this Knack multiple times only adds +1 to the additional Damage dealt.
Many weapons, such as warhammers, come with this Knack in-built, so anyone with the Knack: Finishing Blow, who also wields a warhammer, would trigger +2 Damage any time they dealt 12 or more Damage, or more if they had further Knacks.
Other Knacks from weapons do not count towards the total.
\subsubsection{First Strike}\label{firststrike}
The character is well practised at getting the first hit in, and receives a +2 Initiative Bonus on the first round of combat if they are not surprised.
This Knack can be taken any number of times, with all secondary uses granting an additional +1 Initiative.
For example, while using a spear (which has the Knack: First Strike, in-built), and the Knack, a character would gain +3 Initiative on the first \gls{round} if attacking with the spear.
The character gains a +2 Initiative Bonus on the first round of Combat if not surprised, and an additional +1 Initiative Bonus for each First Strike knack.
First Strike can only be used at the start of the round -- picking up a spear half way through a round does not grant an Initiative Bonus.
The knack resets if the character ever spends a full round of combat moving.
\subsubsection{Flashing Blades}
The character is an expert with light weapons and only needs to spend 3 Initiative to attack with them.
\iftoggle{verbose}{%
This counts for unarmed attacks, such as kicks and grapples.
}{}
\subsubsection{Fox Hop}
The character is particularly good at defending themself by jumping about. They receive a bonus to Defence equal to half the number of Knacks they have, rounded up. This bonus does not stack with weapon bonuses.
When charging this bonus goes into the Strike Factor instead of the Evasion Factor, as per usual.
See page \pageref{charge} for the Charge Manoeuvre.
Any time you dodge, you can move one square in any direction, without provoking a Passing Attack from the movement.
You can wield large weapons exceptionally fast.
Medium weapons (those with a \gls{weightrating} of -1 to 4) cost 1 less Initiative to make an attack with just so long as you have no Encumbrance penalty to wielding it.
Using this Knack, an attack with a longsword would cost only 5 Initiative.
Buying this Knack multiple times has no effect.
You gain +1 to Strike when using the \textit{Charge} manoeuvre (see page \pageref{charge}).
The character receives a +2 bonus to their Evasion score for the purposes of defending people and can defend a number of people equal to the number of knacks they have.
Guarding someone costs only 1 Initiative.
Those being guarded must be close beside or behind them, as usual.
When the character is defending themself they use their normal Evasion Bonus.
You are also particularly difficult to flank.
So long as you are not surrounded on all four sides you receive no penalty for being Flanked.
See page \pageref{flank} for rules on flanking.
Any time the character loses \glspl{hp} they immediately gain +5 Initiative points plus one per Knack the character has.
The Initiative Count goes back up to the highest Initiative to let you act (presumably) alone.
The character also gains a number of \gls{mp} equal to the number of Knacks they have.
\subsubsection{Mighty Draw}
You can draw back a hunting bow in a single action, rather than a full round
You pay 8 Initiative for the action, minus half the number of Knacks you have (rounded up, minimum of 2).
For example, someone with 3 Knacks would pay only 6 Initiative for the attack.
Those with a crossbow can reload it one round faster than normal, but the minimum is 1 round.%
\footnote{This would normally be 6 rounds minus the character's Strength score. See page \pageref{crossbow} for more.}
Any Sneak Attacks you complete inflicts an additional +1 Damage for each Knack you have.
Normally, Sneak Attacks inflict +2 Damage, so someone with 3 Knacks would inflict +5 Damage.
\subsubsection{Precise Strike}\label{precisestrike}
You require 1 less to achieve a Vitals Shot.
For example, when targeting an opponent with a Evasion score of +2 and Partial armour, they would normally require a score of 9 to hit and a score of 12 to make a Vitals Shot which ignores all armour.
With this Knack they still require a score of 9 to hit but only a score of 11 to make a Vitals Shot.
People with this Knack can also bypass Perfect armour by rolling 6 points above the target's \gls{tn}.
Multiple purchases of this Knack allow you to bypass armour at an increasingly low \gls{tn}.
\subsubsection{Quick Shot}
\iftoggle{verbose}{
All long-range weapons take one less Initiative to use, such as throwing knives, crossbows, or chairs (if you happen to be throwing the chair).
}{
You can use any long-range weapon by paying 1 less Initiative.
}
Additionally you can make an Sneak Attack with a bow by paying an additional 4 Initiative instead of spending a \gls{round} aiming.
If you are interrupted after the aim, but before the shot, you lose all bonuses for a Sneak Attack.
You pay 0 Initiative to reload an arrow onto your bow, as opposed to the regular Initiative cost of 2.
\subsubsection{Solid Defence}\label{soliddefence}
The character can hold their actions, persistently defending themself rather than attacking. They gain +2 to their Evasion Factor during this time. At any time they can give up the protection just as if they had held their action normally; this allows their to act at 1 higher Initiative than the current Initiative Count.
Each time you take this Knack, you gain an additional +1 Bonus to your Evasion Factor.
\subsubsection{Stunning Strike}\label{stunningstrike}
You can declare that you are attempting to stun opponents.
You then take a -1 penalty to Strike but if you successfully hit an opponent, all Damage dealt reduces their current Initiative.
The target is also unable to make Quick Actions until their current Initiative allows them to act.
Multiple uses of this Knack add 1 each to the Initiative loss.
For example, if someone were using a cudgel (which comes with the in-built Knack: Stunning Strike), and also had the Knack, then they smacked someone for 4 Damage, the opponent would immediately lose 5 from their current Initiative Score, even if all of the Damage was mitigated by \gls{dr} and \gls{fp}.
The character does not fall incapacitated when falling below 1 \gls{hp} they makes the usual Vitality Check and if they survive they continue to act until the end of combat, though they also has to take the usual penalty: -1 per Damage beyond 0 \gls{hp}, in addition to any \gls{fatigue} penalties.
Once combat ends, they fall unconscious.
Each time they suffer further Damage a new Vitality Check is made.
Additionally, the character receives a bonus to all Vitality Checks equal to half the number of Knacks they have, rounded up.
Finally, the character gains +2 \glspl{hp}.
\subsubsection{Voice of Wrath}
Your battle cries and demeanour are particularly fearsome. Enemies receive a -2 penalty when taking Morale Checks where you are their enemy.
\subsubsection{Weapon Master}
\iftoggle{verbose}{
The character has trained long and hard with a particular weapon, such as a longsword, spear, shortbow, or rocks.
Gain +1 to the Combat score when using a specialized weapon.
The character can specialize in a number of weapons equal to half the number of knacks they have.
\end{multicols}
\section{Spellcasting Knacks}
\begin{multicols}{2}
\subsubsection{Alchemist}
\paragraph{Spheres}: Conjuration, Invocation, Force, Illusion
\noindent The alchemist learns magic through rote repetition and formulae which are usually be invoked through precise hand-gestures and mystical words which are attuned to the background harmonics of the universe. Alchemy was invented by the gnomes but has since become popular with various upper-class humans. This is the typical magic of a standard town wizard. Alchemy requires one slot of Academics in order to be learnt.
\paragraph{Special Considerations}
Alchemists cannot naturally intuit how the next level of any sphere works.
Instead they must pick up levels slowly and through intense study.
They only receive new levels during \gls{downtime}.
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
\textbf{Spheres}: Aldaron, Enchantment, Force, Invocation, Polymorph
\iftoggle{verbose}{%
\noindent Certain races, such as elves and dragons, are naturally magical and can learn forms of innate magic. Some humans with a touch of elven (or even draconic) blood have been known to walk the Path of Blood.
}{}
\paragraph{Special Considerations}
\iftoggle{verbose}{%
Most elves look down upon people who learn magic through rote facts and dusty tomes, seeing their innate connection to the magic of the world as a higher and purer form of magical ability.
Blood sorcerers are barred from ritual spells -- spending all day trying to cast a spell will not help in the slightest.
}{
Blood sorcerers cannot use ritual spells.
}
\subsubsection{Divine Caster}
\paragraph{Spheres}:
Aldaron, Fate, and two from the deity's schools of choice.
\noindent The character is devoted to a god and studies with priests in how to unlock the magic of the deity. The character's god will determine their additional spheres of magic and their appearance.
To start on the path of devotion, the character requires a level in Academics in order to properly study the teachings of the god.
The appearance of spells and the form of mana stones varies depending upon deity.
\iftoggle{verbose}{%
This path is most commonly taken by humans and the occasional gnoll. Gnomes don't acknowledge gods, elves think they \emph{are} gods and dwarves tend to view their own rune magic as divine in a very general sense.
}{}
\paragraph{Special Considerations}
Casters of devotion cannot use \glspl{hp} to cast once they run out of \glspl{mp}.
If they do not have the \glspl{mp} to cast a spell, they simply cannot cast.
New levels in spheres may only be bought when the character shows great devotion to the deity.
Specifically, the character can only raise those spheres at the exact moment they earn \glspl{xp} from following that deity.
A first level sphere requires only earning 1 \gls{xp}, a second level spell requires earning 3 \glspl{xp}, a third level spell requires earning 5 \glspl{xp}, a fourth level spell requires earning 10 \glspl{xp}, and finally, a fifth level spell requires earning 15 \glspl{xp}.
\subsubsection{Rune Caster}
\index{Runes}
\paragraph{Spheres}: Conjuration, Fate, Force, Illusion, Necromancy
Dwarves are skilled in the art of summoning magics through carving elaborate runes.
Typically they are chiselled, but it is possible to simply `paint a spell' onto a surface.
Their mana stones are always precious metals inscribed with runes such as armour with platinum runes or swords with golden runic inlays.
Those mana stones which have an imprinted spell can be activated by either a command word or a condition.
\paragraph{Special Considerations}
Runecasters cannot cast spells in the heat of combat -- inscribing runes just takes far too long for \textit{Fast} spell.
They cannot use the \textit{Fast} enhancement.
\pic{Roch_Hercka/dwarvish_runes}{\label{roch:runes}}
However, in return for this deficit, rune casters can learn their craft far more easily.
Each level of a sphere they purchase costs 5 \gls{xp} less than it normally would.
While buying Fate 2 would normally cost 10 for the first level and 15 for the second, rune casters merely need to spend 5 \gls{xp} for the first level and 10 for the second.
If they ever want to use those same sphere through a different path of magic, they must spend 5 \gls{xp} to `repurchase' each level.
For example, someone who could cast both alchemical and runic magic might purchase Conjuration at the second level for a total of 15 \gls{xp}.
They could only use it for runic magics, but later they could spend 5 \gls{xp} to be able to cast the first level with either the alchemy path or the rune casting path.
Runes can never be cast in a subtle way. All castings will be entirely obvious. Ritual castings are a particularly long affair, often taking an entire day's work and always require runes to be dented or impressed into something rather than just written out.
The spell caster can focus on a spell to the exclusion of all else.
During this time they automatically fail any checks to notice things.
All ritual spells cast with this focus grant a bonus to the caster's Intelligence score for the purpose of casting spells equal to half the number of Knacks the character has (rounded up).
The character is particularly adept at casting spells quickly, and therefore in Combat.
\Glspl{miracleworker} with this knack spend only 2 Initiative + the spell's level when casting \textit{Fast} spells.
\textit{Fast} spells cost 2 + their level in Initiative to cast.
}
Standard spell casting can be completed in one round less than usual.
\iftoggle{verbose}{%
So a third level spell can be cast in only two \glspl{round}.
}{}%
First level spells still require a full round to cast.
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
\subsubsection{Song Caster}
\paragraph{Spheres}: Aldaron, Enchantment, Fate, Illusion
The character has learnt the magic of song. They can sing illusions into existence, inspire people with great tales and enchant people with a lute. Any instrument, song or performance suffices for casting a spell so long as it is appropriate -- a flute is not usually a good way to magically make people scared.
In order to learn the Path of Song, the mage must have the second level of the Performance Skill.
\paragraph{Special Considerations}
Just as with rune magic, song magic can never be cast in an instant.
Like those on the Path of Runes, Song mages cannot use the \textit{Fast} Enhancement, but need to spend 5 less \gls{xp} each time they buy a level of some magic sphere.
\subsubsection{Vengeful}
The caster's magic is fuelled by hatred and tenacity.
If the character has 0 \gls{fp} and loses a single \gls{hp} then they gain +2 to their effective Intelligence Bonus until the end of the scene.
If they have lost half their \gls{hp} then they gain an additional bonus equal to the number of Knacks they have.
\iftoggle{verbose}{
For example, a caster with just this knack might lose 2 \glspl{hp} then gain an effective +2 bonus to casting Fireball spells and a +2 bonus to the Damage inflicted by such spells.
When they are later struck again and go down to 1 \gls{hp} then they gain a +3 bonus to such spells and a +3 bonus to Damage.
}{}
This Knack can only be used when there is a legitimate grievance.
The mage does not gain the bonus when they have harmed themself.
It lasts only until the end of the scene and can reactivate only once the mage has lost further \glspl{hp}.
The Knack might also be used when a member of the party has died, or when someone the character has spent \glspl{storypoint} on has been killed.%
\footnote{See page \pageref{stories} for \glspl{storypoint}.}
\end{multicols}
\section{Other Knacks}
\begin{multicols}{2}
\subsubsection{Chosen Enemy}
The character has a burning hatred for a particular type of creature.
The character gains a -2 penalty when interacting socially with such creatures and a +1 when performing actions such as tracking them, attacking them or intimidating them.
The only combat bonus gained is for the Strike Factor, not Initiative or Evasion.
For each Knack the player has, they may select a new chosen enemy, so those with a total of 3 Knacks may select 3 chosen enemies. Those enemies may be chosen at any time, including long after a new Knack as been bought.
Possible enemies include: Forest Creatures, bandits, magic users, any humanoid race (e.g. dwarves, humans, et c.), underground creatures, %
\iftoggle{aif}%
{undead, nura humanoids, and nura beasts.%
\footnote{See Adventures in Fenestra, \autoref{nura}.}}%
{and undead.}%
Chosen enemies never stack, so an undead forest creature only counts as one chosen enemy.
Characters who wish to swap out a chosen enemy can remove one any time, but can only regain a new one during downtime.
You regenerate unusually fast. Any scene which you end with a rest allows you to heal 2 additional \glspl{fatigue} and 2MP.
The character is particularly tough and gains +2 \glspl{hp} and immunity to the Knack: Stunning Strike.
A specialist has exceptional abilities within a fairly narrow environment or domain, and gains a +2 bonus on relevant rolls.
\iftoggle{verbose}{%
This general Knack allows Academics to specialize in history, for craftsmen to devote themselves to metallurgy, and for performers to achieve exceptional performances with their favoured instrument.
These specializations cannot include combat skills, but can add to rolls for casting spells.
Even if a particular skill inspired a specialization, it still applies to any skill.
Someone with a specialization in aurochs can use that bonus for tracking them (with Wyldcrafting), using their hide to make armour (assuming they can make armour), and healing them (if they have the Medicine Skill).
A good deal of professionals have this specialization -- in fact you can almost assume that any blacksmith has Crafts, but knows metallurgy better than anything else, and that any academic will have some `special interest'.
}{
Specializations include tracking, navigation, horses, open-fields, dockyards, vegetables, or any other sufficiently narrow, non-combat area of interest.
The bonus applies to all rolls.
}
\end{multicols}