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Unverified Commit bbfded7b authored by Malin Freeborn's avatar Malin Freeborn
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reformat knacks

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......@@ -13,15 +13,15 @@ Most people can pick up a couple of Knacks easily but further Knacks become prog
\subsubsection{Adrenaline Surge}
\label{adrenalinesurge}
The player can declare that super-human effort is being thrown into an action, and gain +1 Strength for a single action.
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 \gls{interval} for each knack the character has, and no more than once \pgls{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}
The character can enter a bloodthirsty rage when in battle.
On the second round, they gain a +1 bonus to \glspl{ap}.
On the third round, they gain a +1 bonus to Damage.
On the second round, they gain a +1 Bonus to \glspl{ap}.
On the third round, they gain a +1 Bonus to Damage.
They lose the bonuses if they spend a round without attacking.
......@@ -32,36 +32,36 @@ The character's brawling actions receive a bonus to Attack and Damage equal to h
\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.
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 same attack roll can be recycled for the secondary target, so if a character rolls `11' to attack, then the next opponent receives this strike only if the roll of `11' would hit them.
This knack can only be used with missile weapons if enemies are standing in a direct line.
This Knack can only be used with missile weapons if enemies are standing in a direct line.
\subsubsection{Dodger}
\label{dodger}
The character is an expert at dodging long-ranged attacks and gains a +1 Bonus for each knack they have at all times.
The character is an expert at dodging long-ranged attacks and gains a +1~Bonus for each Knack they have at all times.
This Knack grants immunity to all Sneak Attacks from Ranged weapons, such as bows or throwing knives, just as long as the user knows an attack might be coming.
\subsubsection{Fast Charge}
If the character starts at least 6 steps from an enemy, they can charge them.
If the character starts at least 6~\glspl{step} from an enemy, they can charge them.
They may do nothing but move towards the enemy at their 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{Guardian}
The character can defend others at a cost of 0 \glspl{ap}, and gains 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).
The character can defend others at a cost of 0~\glspl{ap}, and gains 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.
\subsubsection{Last Stand}
Any time the character loses \glspl{hp} they immediately gain +2 \glspl{ap} plus one per Knack the character has.
Any time the character loses \glspl{hp} they immediately gain 2~\glspl{ap} plus one per Knack the character has.
The character also gains a number of \glspl{mp} equal to the number of Knacks they have.
......@@ -70,14 +70,14 @@ The character does not gain the bonus when they have harmed themself.
\subsubsection{Lucky}
The character has an additional 4 \glspl{fp}.
The character has an additional 4~\glspl{fp}.
\subsubsection{Mighty Draw}
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.%
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}
......@@ -89,24 +89,29 @@ Normally, Sneak Attacks inflict +2 Damage, so someone with 3 Knacks would inflic
\subsubsection{Precise Strike}\label{precisestrike}
The character requires 1 less to achieve a \gls{vitalShot} (see \autopageref{vitals}).
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 \gls{vitalShot} 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 \gls{vitalShot}.
People with this Knack can also bypass Perfect armour by rolling 6 points above the target's \gls{tn}.
\begin{exampletext}
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 \gls{vitalShot} 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 \gls{vitalShot}.
\end{exampletext}
Characters with this Knack can also bypass Perfect armour by rolling 6 points above the target's \gls{tn}.
\subsubsection{Snap Shot}
The character pays 0 \glspl{ap} to reload an arrow onto a 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}
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, the opponent loses a number of \glspl{ap} equal to half the Damage dealt (not \glspl{hp} lost).
They then take a -1 Penalty to Attack, but if they successfully hit an opponent, the opponent loses a number of \glspl{ap} equal to half the Damage dealt (not \glspl{hp} lost).
\subsubsection{Unstoppable}
The character is particularly tough and gains +2 \glspl{hp} and immunity to the Knack: Stunning Strike.
They can also carry more, without tiring.% As if they had +2 Strength?
All medicine rolls to save the character from death receive a bonus equal to half the number of knacks the character has, rounded up.
The character is particularly tough and gains +2~\glspl{hp} and immunity to the Knack: Stunning Strike.
They can also carry more, without tiring, just as if they had additional Strength.
All medicine rolls to save the character from death receive a bonus equal to half the number of Knacks the character has, rounded up.
\subsubsection{Voice of Wrath}
......@@ -139,7 +144,7 @@ The \glspl{fatigue} heal at the normal rate, allowing the caster to regenerate t
\label{ritualCaster}
\index{Rituals, Magical}
A staple of dwarves and humans -- this knack allows any caster to use Intelligence as their casting Attribute.
A staple of dwarves and humans -- this Knack allows any caster to use Intelligence as their casting Attribute.
It also allows the caster to spend one more \gls{mp} than usual when casting spells as a resting action.%
\footnote{See \autopageref{restingactions}.}
......@@ -153,18 +158,18 @@ The character can cast spells with movements, rather than speech.
They can ignore any parts of a spell which demand the caster speak, and instead focus on movement.
Spellcasters using this Knack use Wits, rather than Charisma, as the Attribute to roll with spells.
All spells cast this way cost 1 \gls{ap} less.
All spells cast this way cost 1~\gls{ap} less.
A lot of spellcasters rely solely on this type of magic to cast spells, focussing on their insight into grabbing the world's hidden flows, rather than trying to sweet-talk the elements.
\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 \gls{interval}.
If the character has 0~\glspl{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 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.
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.
......@@ -195,7 +200,7 @@ Chosen enemies never `stack', so an undead forest creature only counts as one ch
\subsubsection{Fast Healer}
The character regenerates unusually fast.
Any \gls{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~\gls{mp}.
Armour blocks the \gls{mp} regeneration, as usual.
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