From 3620b0c173ffece6ec016f9dcf77e2f6c82cde6b Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@tutamail.com>
Date: Thu, 21 Jan 2021 21:43:09 +0100
Subject: [PATCH] change manoeuevre rage to charge

---
 combat.tex | 24 ++++++++++++++----------
 gm.tex     |  3 ++-
 knacks.tex | 16 ++++++++--------
 3 files changed, 24 insertions(+), 19 deletions(-)

diff --git a/combat.tex b/combat.tex
index 440dee19..f22d4864 100644
--- a/combat.tex
+++ b/combat.tex
@@ -827,25 +827,31 @@ The character can take a moment to note their \index{Dodge!Long-range}long-range
 This takes only 2 Initiative points and for the rest of the \gls{round}, any time the character is being fired upon in combat they can use their basic Speed Bonus in a resisted action to leap out of the way of an incoming missile or targeted spell, such as a fireball.
 Spells which simply target people by gaze or magical effects such as Polymorphing are unaffected.
 
-\subsubsection{Rage}
-\label{stances}
-\index{Stance}
+\subsubsection{Charge}
+\label{charge}
+\index{Charge}
 
-The character switches into the \textit{Aggressive Stance} while making an attack, until their next standard action, meaning that their Strike and Evasion factors swap place.
+The character smashes into opponents recklessly, foregoing most of their usual defence.
+The character's Strike and Evasion factors swap place until their next standard action (Quick actions do not count).
 
 \iftoggle{verbose}{
 	A character with Combat +2, Dexterity +1 and a longsword would normally have a Strike of +2, and an Evasion of +4 (because the longsword adds +3 to the Evasion).
-	However, while using \textit{Rage} manoeuvre, the character's Strike would be +4, and their Evasion +2.
+	However, while using \textit{Charge} manoeuvre, the character's Strike would be +4, and their Evasion +2.
 
-	The character reverts to the default \textit{Defensive} stance at their next, standard action, whether this is a normal attack, defending someone, or anything else.
-	Taking a Quick Action does not change someone's stance.
+This manoeuvre can be extremely effective at penetrating an enemy's defences, but also dangerous, as one's defences are lowered.
+
+The charge manoeuvre does not require movement -- it can be used to attack enemies standing right next to the character.
 
 }{}
 
 \subsubsection{Ram}\index{Combat!Ram}
 \label{ram}
 
-In combat, it is possible to scare, push and stab at someone to force them to move backwards. The attacker spends 3 Initiative points. The defender can either attempt to resist, or can simply acquiesce and move back. When moving back, targets are pushed back 2 square; the attacker's Strength adds to this and the opponent's Strength decreases it. Characters can sacrifice the use of 1 point of Strength to push back an additional person.
+In combat, it is possible to scare, push and stab at someone to force them to move backwards.
+The attacker spends 3 Initiative points.
+The defender can either attempt to resist, or can simply acquiesce and move back.
+When moving back, targets are pushed back 2 squares; the attacker's Strength adds to this and the opponent's Strength decreases it.
+Characters can sacrifice the use of 1 point of Strength to push back an additional person.
 
 Those who resist must also sacrifice 3 Initiative. A resisted Strength + Combat Skill check is made. Successful resistance means that the defender is not pushed back.
 
@@ -863,8 +869,6 @@ Warhammers are not the best choice for assassination weapons, while daggers and
 A character using two weapons -- perhaps a shield in one hand and a sword in the other -- can use the best Speed, Strength and Dexterity Bonus from all weapons.
 Each weapon will have to be held in one hand, increasing its \gls{weightrating} by 2.
 
-Shields, uniquely, can add their Evasion Bonus to the character's Evasion Factor even while the wielder is in the Aggressive Stance. As a result, someone could use a shield's bonus to Evasion while using a sword's Evasion Bonus to add to their Strike Strike score. In this case, Dexterity would always be added to Strike, along with the sword's Bonus.
-
 \iftoggle{verbose}{
 
 \begin{exampletext}
diff --git a/gm.tex b/gm.tex
index fc810905..fd9b5271 100644
--- a/gm.tex
+++ b/gm.tex
@@ -382,7 +382,8 @@ Their total Evasion Bonus is +7.
 The battle looks hopeless, despite the goblins' tenacity, hunger, and greater numbers.
 Now is the time to think tactically.
 
-First, have the goblins attack with the \textit{Blind Rage} manoeuvre,\footnote{Page \pageref{blindrage}.} in the \textit{Aggressive} stance.\footnote{Page \pageref{stances}.}
+First, have the goblins attack with the \textit{Blind Rage} manoeuvre,\footnote{Page \pageref{blindrage}.} while making a \textit{Charge}.%
+\footnote{Page \pageref{charge}.}
 The first couple may die, but only one needs to hit.
 They jump at one character's face and attempt to wrestle them.
 It's not hard to pull a single goblin off, but while the goblin is grappling them, they'll count as being grappled, allowing the others to attack as a Sneak Attack.
diff --git a/knacks.tex b/knacks.tex
index 2e85a146..221f528c 100644
--- a/knacks.tex
+++ b/knacks.tex
@@ -31,10 +31,6 @@ You lose the bonuses if you spend a round without attacking.
 
 The character receives +2 to Strike when making unarmed attacks or grappling.
 
-\subsubsection{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.
-
 \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.
@@ -58,6 +54,10 @@ This Knack grants immunity to all Sneak Attacks from Ranged weapons, such as bow
 
 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.
+
 \subsubsection{Finishing Blow}\label{finishingblow}
 
 Any attack the character makes of 12 Damage or more gains a number of additional Damage equal to the number of Knacks they have, including magical attacks.
@@ -89,8 +89,8 @@ 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 using the Aggressive Stance, this bonus goes into the Strike Factor instead of the Evasion Factor, as per usual.
-See page \pageref{stances} for Stances.
+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.
 
 \subsubsection{Furious Blows}\label{furiousblows}
 
@@ -101,8 +101,8 @@ Buying this Knack multiple times has no effect.
 
 \subsubsection{Furious Rage}
 
-You gain +1 to Strike when using the Aggressive Stance.
-See page \pageref{stances} for Stances.
+You gain +1 to Strike when using the \textit{Charge} manoeuvre.
+See page \pageref{charge}.
 
 \subsubsection{Guardian}
 
-- 
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