From 4f862d056c6c22e7c2ac36c6ab2e30742dc75e6a Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@posteo.net> Date: Wed, 31 May 2023 07:35:55 +0200 Subject: [PATCH] remove disarm and finishing blow knacks --- knacks.tex | 10 ---------- 1 file changed, 10 deletions(-) diff --git a/knacks.tex b/knacks.tex index 22e62c45..40e12178 100644 --- a/knacks.tex +++ b/knacks.tex @@ -47,12 +47,6 @@ The same attack roll can be recycled for the secondary target, so if a character This knack can only be used with missile weapons if enemies are standing in a direct line. -\subsubsection{Disarm} - -The character can disarm an opponent with the flick of any weapon with an attack bonus of +1 or more. -When making a standard attack roll, with more \glspl{ap} than an opponent, they can take a -1 penalty to the roll to use this manoeuvre. -If the disarm attempt is successful, the weapon is thrown $1D3$ squares in a random direction. - \subsubsection{Dodger} \label{dodger} @@ -67,10 +61,6 @@ They may do nothing but move towards the enemy at your full pace. If they arrive uninterrupted, they gain a bonus to Strength, Dexterity, and Speed, equal to half the number of Knacks they have (rounded up), for a single, immediate, attack. -\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. - \subsubsection{Guardian} The character can defend others at a cost of 0 \glspl{ap}, and gain a +1 bonus when defending someone from attack (but only when someone attempts to hit the target -- not when they try to hit the defending character). -- GitLab