From c1a5c5d8483394ad4500c8a791db52d9daf6ea82 Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@tutamail.com>
Date: Fri, 24 Jan 2020 07:43:11 +0100
Subject: [PATCH] clean up knacks

---
 gm.tex   | 14 +++++++++++++-
 main.tex | 26 ++++++++++++--------------
 2 files changed, 25 insertions(+), 15 deletions(-)

diff --git a/gm.tex b/gm.tex
index 2fb0dbb3..4c592cb3 100644
--- a/gm.tex
+++ b/gm.tex
@@ -31,7 +31,7 @@ It'll help cut down on wear to the character sheet.
 
 \begin{multicols}{2}
 
-\subsection{Random Encounters}
+\subsection{Random Encounters}\label{encounters}
 
 Whether you're in the middle of an adventure or the \glspl{pc} are just randomly wandering the world without any respect for local laws or plot, a random encounter can always add a sense of danger to a non-urban area.
 
@@ -148,6 +148,18 @@ After the Side Quests have finished, you'll find details of any locations releva
 
 \end{multicols}
 
+\section{The Undead}
+
+\begin{multicols}{2}
+
+Undead creatures have certain properties in common. Firstly they imperceptibly feed from the souls of the living. This is not performed with the mouth by merely by being close to dying things and absorbing them before they can wander to the next realm. Undead eyes generally do not work, instead they `see' the souls of people shining outward. Inanimate objects such as books, or even fellow undead, are not so clearly seen; the undead can avoid bumping into these objects but have great trouble reading anything or working fine machinery. However, they can operate in complete darkness and even fight without penalty, using the light of living people's souls to see them. They can also see living beings from a great distance due to the soul-light they emit.
+
+Undead also feel no pain and suffer little from scrapes and bruises. As a result, they automatically have a \gls{dr} of 2 which is cumulative with armour. This counts as Complete armour, but not Perfect -- shots through their eyes or attacks which sever muscles still debilitate them.
+
+The undead do not tire -- they take no Fatigue Points. They can walk or dig or fight endlessly, without tiring. They enjoy feeding on souls, but it is not required for them to continue moving. Each has an Aggression score of +2.
+
+\end{multicols}
+
 \section{\glsentrytext{gm} Suggestions}
 
 \begin{multicols}{2}
diff --git a/main.tex b/main.tex
index 79fefa9f..5fdaf93e 100644
--- a/main.tex
+++ b/main.tex
@@ -1950,7 +1950,7 @@ Punches and kicks all use the Combat bonus. Such attacks inflict Fatigue Damage.
 
 \index{Combat!Drawing Weapons}Drawing a weapon costs 2 Initiative if it is placed in an easy place to draw, like a scabbard on the side of a belt. If a character holds weapons on the back or in a bag, it costs 8 Initiative to remove them. If a knife's stuffed inside a pack, the \gls{gm} may stipulate a number of \glspl{round} required to draw the weapon.
 
-\subsubsection{Flanking}
+\subsubsection{Flanking}\label{flank}
 
 Attacks from someone's anterior side gain a +2 Bonus.  Anyone caught alone is in more danger than they would be, due to opponents attacking from all side.
 
@@ -3718,6 +3718,7 @@ Adrenaline surge can be used once each scene for each knack the character has, a
 \subsubsection{Back to the Wall}
 
 You are particularly difficult to flank. So long as you are not surrounded on all four sides you receive no penalty for being Flanked.
+See page \pageref{flank} for rules on flanking.
 
 \subsubsection{Brawler}
 
@@ -3739,7 +3740,7 @@ With a flick of your sword into an opponent's wrist or by trapping the hilt you
 
 \subsubsection{Defender}
 
-The character need only spend 1 Initiative point to defend against close-range attacks.
+For each Knack the character has, they can defend against a close-range attack at the cost of 1 Initiative, rather than 2.
 
 \subsubsection{Dodger}
 
@@ -3749,15 +3750,13 @@ 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{Expert Flanker}
-
-The character can irritate and distract multiple people at the same time. Each Knack they have allows them to flank an additional opponent and each of those opponents has their Evasion factor lowered by 1 for each Knack the character has. This Knack cancels all effects of the Knack: Back to the Wall for anyone near the character.
-
 \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 you have, including Magical attacks.
+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.
 
-Purchasing this Knack multiple times only adds +1 to the additional Damage dealt. Many weapons, such as warhammers, come with this Knack in-built, so anyone with the Knack: Finishing Blow, who also wields a warhammer, would trigger +2 Damage any time sie dealt 12 or more Damage, or more if sie had further Knacks. Other Knacks from weapons do not count towards the total.
+Purchasing this Knack multiple times only adds +1 to the additional Damage dealt.
+Many weapons, such as warhammers, come with this Knack in-built, so anyone with the Knack: Finishing Blow, who also wields a warhammer, would trigger +2 Damage any time they dealt 12 or more Damage, or more if sie had further Knacks.
+Other Knacks from weapons do not count towards the total.
 
 \subsubsection{First Strike}\label{firststrike}
 
@@ -3767,7 +3766,7 @@ This Knack can be taken any number of times, with all secondary uses granting an
 
 \subsubsection{Flashing Blades}
 
-The character is an expert with light weapons, i.e. any weapon with a Weight of -2 or less costs 1 less Initiative to wield. Attacking with a dagger would cost 3 Initiative rather than the usual 4.  This Knack cannot be purchased twice.
+The character is an expert with light weapons and only needs to spend 3 Initiative to attack with them.
 
 \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.
@@ -3784,7 +3783,10 @@ You gain +1 to Strike when using the Aggressive Stance.
 
 \subsubsection{Guardian}
 
-The character receives a +2 bonus to their Evasion score for the purposes of defending people and can defend multiple people at once they pay only 1 Initiative for each person they wish to defend. Those people must be close behind them, as usual. When the character is defending themself they use their normal Evasion Bonus.
+The character receives a +2 bonus to their Evasion score for the purposes of defending people and can defend multiple people at once.
+Defending someone costs only 3 Initiative.
+Those being defended must be close beside or behind them, as usual.
+When the character is defending themself they use their normal Evasion Bonus.
 
 \subsubsection{Last Stand}
 
@@ -3824,10 +3826,6 @@ You can declare that you are attempting to stun opponents. You then take a -1 pe
 
 For example, if someone were using a cudgel (which comes with the in-built Knack: Stunning Strike), and also had the Knack, then they smacked someone for 4 Damage, the opponent would immediately lose 5 from their current Initiative Score, even if all of the Damage was mitigated by \gls{dr} and FP.
 
-\subsubsection{Ultimate Coward}
-
-You receive a +2 bonus to fleeing from opponents.
-
 \subsubsection{Unstoppable}
 
 The character does not fall incapacitated when falling below 1 HP they makes the usual Vitality Check and if they survive they continue to act until the end of combat, though they also has to take the usual penalty: -1 per Damage beyond 0 HP, in addition to any Fatigue Point penalties. Once combat ends, they fall unconscious. Each time they suffer further Damage a new Vitality Check is made.
-- 
GitLab