From 8bca90b908b4e3101d1ce120c26af9a2193f7407 Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@posteo.net>
Date: Sun, 5 Feb 2023 21:45:03 +0100
Subject: [PATCH] unify knacks language

---
 knacks.tex | 53 +++++++++++++++++++++++++++--------------------------
 1 file changed, 27 insertions(+), 26 deletions(-)

diff --git a/knacks.tex b/knacks.tex
index 54c4e13c..d35b785d 100644
--- a/knacks.tex
+++ b/knacks.tex
@@ -23,11 +23,11 @@ Adrenaline surge can be used once each scene for each knack the character has, a
 
 \subsubsection{Berserker}
 
-You enter a bloodthirsty rage when in battle.
-On the second round, you gain a +1 bonus to Speed.
-On the third round, you gain a +1 bonus to Strength.
+The character can enter a bloodthirsty rage when in battle.
+On the second round, they gain a +1 bonus to Speed.
+On the third round, they gain a +1 bonus to Strength.
 
-You lose the bonuses if you spend a round without attacking.
+They lose the bonuses if they spend a round without attacking.
 
 \subsubsection{Brawler}
 
@@ -48,8 +48,8 @@ This knack can only be used with missile weapons if enemies are standing in a di
 
 \subsubsection{Disarm}
 
-With a flick of your sword into an opponent's wrist or by trapping the hilt you can throw an opponent's sword away.
-When making a standard attack roll, with more \glspl{ap} than an opponent, you can take a -1 penalty to your roll to use this manoeuvre.
+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}
@@ -61,10 +61,10 @@ This Knack grants immunity to all Sneak Attacks from Ranged weapons, such as bow
 
 \subsubsection{Fast Charge}
 
-If you start at least 6 squares from an enemy, you can charge them.
-You may do nothing but move towards them at your full pace.
+If the character starts at least 6 squares from an enemy, they can charge them.
+They may do nothing but move towards the enemy at your full pace.
 
-If you arrive uninterrupted, you gain a bonus to your Strength, Dexterity, and Speed, equal to half the number of Knacks you have (rounded up), for a single, immediate, attack.
+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}
 
@@ -72,7 +72,7 @@ Any attack the character makes of 12 Damage or more gains a number of additional
 
 \subsubsection{Guardian}
 
-You 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 them -- not when they try to hit \emph{you}).
+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).
 
 Those being guarded must be close beside or behind them, as usual.
 
@@ -88,34 +88,34 @@ The character also gains a number of \gls{mp} equal to the number of Knacks they
 
 \subsubsection{Mighty Draw}
 
-You can pull back a longbow at lightning speed.
-Reduce the \gls{ap} cost by a number equal to half the Knacks you have (rounded up).
+The character can pull back a longbow at lightning speed.
+They reduce the \gls{ap} cost by a number equal to half the Knacks they have (rounded up).
 
 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.}
 
 \subsubsection{Perfect Sneak Attack}
 
-Any Sneak Attacks you complete inflicts an additional +1 Damage for each Knack you have.
+Any Sneak Attacks the character completes inflicts an additional +1 Damage for each Knack they 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 (see page \pageref{vitals}).
+The character requires 1 less to achieve a Vitals Shot (see page \pageref{vitals}).
 \iftoggle{verbose}{
-  For example, when targeting an opponent with an Attack 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 you still require a score of 9 to hit but only a score of 11 to make a Vitals Shot.
+  For example, when targeting an opponent with an Attack score of +2 and Partial armour, someone 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}.
 
 \subsubsection{Snap Shot}
 
-You pay 0 \glspl{ap} to reload an arrow onto your bow or draw a weapon.
+The character pays 0 \glspl{ap} to reload an arrow onto a bow or draw a weapon.
 
 \subsubsection{Stunning Strike}\label{stunningstrike}
 
-You can declare that you are attempting to stun opponents.
-You then take a -1 penalty to Attack, but if you successfully hit an opponent, they lose a number of \gls{ap} equal to half the Damage dealt (not \glspl{hp} lost).
+The character can declare that they are attempting to stun an opponent.
+They then take a -1 penalty to Attack, but if they successfully hit an opponent, they lose a number of \gls{ap} equal to half the Damage dealt (not \glspl{hp} lost).
 
 \subsubsection{Unstoppable}
 
@@ -129,18 +129,19 @@ 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.
+The character's battle cries and demeanour are particularly fearsome.
+Enemies receive a -2 penalty when taking Morale Checks.
 
 \subsubsection{Weapon Master}
 
 \iftoggle{verbose}{
-  You have trained long and hard with a particular weapon, such as a longsword, spear, shortbow, or rocks.
-  Gain +1 to your Combat or Projectiles Bonus when using that weapon.
+  The character has trained long and hard with a particular weapon, such as a longsword, spear, shortbow, or rocks.
+  They gain +1 to your Combat or Projectiles Bonus when using that weapon.
   
 }{
-  Gain +1 to the Combat or Projectiles score when using a specialized weapon.
+  The character gains +1 to the Combat or Projectiles score when using a specialized weapon.
 }%
-  The character can specialize in a number of weapons equal to half the number of knacks they have.
+  The character can specialize in a number of weapons equal to half the number of knacks they have (rounded up).
 
 \end{multicols}
 
@@ -160,7 +161,6 @@ 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}.
 
-
 \subsubsection{Blood Caster}
 
 \textbf{Spheres:} Aldaron, Enchantment, Force, Invocation, Polymorph
@@ -303,7 +303,8 @@ Characters who wish to swap out a chosen enemy can remove one any time, but can
 
 \subsubsection{Fast Healer}
 
-You regenerate unusually fast. Any scene which you end with a rest allows you to heal 2 additional \glspl{fatigue} and 2MP.
+The character regenerates unusually fast.
+Any scene which they end with a rest allows them to heal 2 additional \glspl{fatigue} and 2MP.
 
 \subsubsection{Specialist}
 \label{specialist}
-- 
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