diff --git a/knacks.tex b/knacks.tex index 572bf34c41417fc2fc4435a6818cf21bbedb5829..afedbf514ebdaedaf6c8e870a2a78b632a1cfd2d 100644 --- a/knacks.tex +++ b/knacks.tex @@ -19,7 +19,7 @@ Most people can pick up a couple of Knacks easily but further Knacks become prog The player can declare that super-human effort is being thrown into an action, and gain +1 Strength for a single action. -Adrenaline surge can be used once each interval for each knack the character has, and no more than once a \gls{round}. +Adrenaline surge can be used once each \gls{interval} for each knack the character has, and no more than once \pgls{round}. \subsubsection{Berserker} @@ -164,18 +164,17 @@ A lot of spellcasters rely solely on this type of magic to cast spells, focussin \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 chosen casting Attribute Bonus until the end of the interval. +If the character has 0 \gls{fp} and loses a single \gls{hp} then they gain +2 to their effective chosen casting Attribute Bonus until the end of the \gls{interval}. If they have lost half their \gls{hp} then they gain an additional bonus equal to the number of Knacks they have. -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. +For example, a caster with just this knack might lose 2 \glspl{hp} then gain an effective +2 bonus to casting Fire 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 interval and can reactivate only once the mage has lost further \glspl{hp}. +It lasts only until the end of the \gls{interval} and can reactivate only once the mage has lost further \glspl{hp}. -The Knack might also be used when a member of the troupe has died, or when someone the character has spent \pgls{storypoint} on has been killed.% -\exRef{stories}{Stories}{stories} +The Knack might also be used when a \gls{pc} or member of \pgls{characterPool} has been killed. \end{multicols} @@ -192,12 +191,15 @@ For each Knack the player has, they may select a new chosen enemy, so those with Possible enemies include: forest beasts, bandits, underground creatures, undead, goblinoids, nobles, and witches. +The character must have witnessed this creature in combat multiple times, although this can be justified by spending \pgls{storypoint}. +\exRef{stories}{Stories}{stories} + Chosen enemies never `stack', so an undead forest creature only counts as one chosen enemy. \subsubsection{Fast Healer} The character regenerates unusually fast. -Any interval which they spend resting allows them to heal 2 additional \glspl{fatigue} and 1 \glspl{mp}. +Any \gls{interval} which they spend resting allows them to heal 2 additional \glspl{fatigue} and 1 \glspl{mp}. Armour blocks the \gls{mp} regeneration, as usual.