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\chapter[Hall of Knacks]{Knacks}
\label{knacks}
\index{Knacks}
\noindent
Knacks represent some extra talent with an extremely narrow focus.
Characters can pick up a couple of Knacks easily, but further Knacks become progressively less intuitive.%
\exRef{stories}{Stories}{xpCosts}
\section{Combat Knacks}
\begin{multicols}{2}
\subsubsection{Adrenaline Surge}
\label{adrenalinesurge}
When a player activates Adrenaline Surge, their character gains +1~Strength for a single action.
Characters can only activate Adrenaline Surge a number of times equal to the number of Knacks they have, and never more than once per round.
This limit resets at the end of each \gls{interval}.
\subsubsection{Berserker}
The character can enter a bloodthirsty rage when in battle.
From the second \gls{round}, they gain a +1~Bonus to \glspl{ap}.
From the third \gls{round}, they gain a +1~Bonus to Damage.
They lose the Bonuses if they spend \pgls{round} without attacking.
\subsubsection{Brawler}
The character's gains +2~Bonus to Brawl attacks, grabs, shoves, and anything else unarmed.
\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 attack continues through the next opponent, using the same \gls{natural}.
The character does not need to spend any \glspl{ap} for these further attacks, as they are part of the same swing, but opponents must spend \glspl{ap} as usual.
If the attack succeeds then Damage is rolled again, and if the next opponent dies, then the process continues, until an opponent is not reduced to 0~\glspl{hp}, or until no more living opponents remain within range.
This Knack can only be used with \glspl{projectile} if enemies are standing in a direct line.
It cannot help with \glspl{spell}.
\subsubsection{Disarm}
The character is an expert at disarming opponents (covered \vpageref{disarm}), and can attempt to disarm anyone who has fewer \glspl{ap} than them.
Unlike a standard disarm, they receive no Penalty for the manoeuvre.
Characters with this Knack can attempt to disarm with any \gls{skill}, which makes sense, including Brawl or \gls{witchcraft}.
If the character also has the Knack Cutting Swing, then they can use the same \gls{natural} to disarm multiple opponents, but must spend \glspl{ap} for each one.
\subsubsection{Dodger}
\label{dodger}
The character is an expert at dodging \glspl{projectile} and gains a +1~Bonus
for each Knack, even when rolling against a Sneak Attack.
\subsubsection{Fast Charge}
When the character makes an uninterrupted movement of at least 4~\glspl{step},
they gain a +1~Bonus to Strength and Dexterity for their next \gls{action}.
The character can spend multiple \glspl{ap} to move in order to build up
momentum.
\subsubsection{Guardian}
The character can guard 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).
As usual, the character can only guard allies within \pgls{step}.
Full details for the manoeuvre are \vpageref{guarding}.
\subsubsection{Last Stand}
\index{Mana!Knacks}
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.
Characters can only use this Knack when there is a legitimate grievance.
The character does not gain the Bonus when they have harmed themself.
\subsubsection{Lucky}
The character has an additional 4~\glspl{fp}.
\subsubsection{Mighty Draw}
The character can ready \pgls{projectile} at lightning speed.
They reduce the \gls{ap}~cost by a number equal to half the Knacks they have (rounded up).
Those with \pgls{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. Find \nameref{crossbow} \vpageref{crossbow}.}
Whenever the character rolls a tie with \pgls{projectile}, they can decide to
miss their target and hit another, if any are close or behind the initial
target.
The \gls{natural} remains, but that target cannot actively dodge, as they could
not have seen anyone threatening them with the missile.
This leave the \gls{tn} at 7, with only adjustments for range and cover.%
\footnote{As covered \vpageref{missilesForMonsters}.}
\subsubsection{Perfect Sneak Attack}
\index{Sneak Attacks}
When taking someone by surprise, the character inflicts +1~Damage for each Knack they have.
Normally, sneak attacks inflict +2~Damage, so someone with this Knack and two others would inflict +5~Damage when taking someone unaware.
\subsubsection{Precise Strike}\label{precisestrike}
The character requires 1 less to achieve \pgls{vitalShot} (covered \vpageref{vitals}).
\begin{exampletext}
\noindent%
For example, when targeting an opponent with an Attack Bonus of +2 and Partial armour, someone would normally need to roll 9 to tie, and roll 12 to make \pgls{vitalShot}.
With this Knack they still require a score of 9 to tie, but only a score of 11 to make \pgls{vitalShot}.
\end{exampletext}
\subsubsection{Psycho}
This one doesn't fuck about, and it shows.
Sentient enemies receive a -2~Penalty when taking Morale Checks.%
\exRef{judgement}{Judgement}{morale}
\subsubsection{Snap Draw}
\label{snapDraw}
\index{Drawing a Weapon}
The character pays 0~\glspl{ap} to nock an arrow or draw any \gls{weapon} within reach.
\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, and must have more \glspl{ap} than the opponent.
If they successfully hit, the opponent takes standard Damage, and loses a number of \glspl{ap} equal to the Knacks the character has.
\subsubsection{Unstoppable}
The character is particularly tough and gains +2~\glspl{hp} and immunity to the Knack: Stunning Strike.
All Medicine rolls to save the character from death%
\footnote{Find death rolls \vpageref{death}.}
receive a Bonus equal to half the number of Knacks the character has, rounded up.
\subsubsection{Weapon Master}
The character has trained long and hard with a particular weapon, such as a longsword, spear, shortbow, or rocks.
They gain~+1 to their Attack Bonus when using that weapon.
\end{multicols}
\section{Spellcasting Knacks}
\begin{multicols}{2}
\subsubsection{Autophage}
\index{Mana!Knacks}
The \gls{witch} draws power from their own blood.
They can gain \glspl{ep} instead of spending \glspl{mp}, even when they have \gls{mp} available.
These spells always look obvious, as they make the caster's nose bleed, or eyes turn pale.
\subsubsection{Emphatic}
\label{emphaticCaster}
\index{Mana!Knacks}
This \gls{witch} weaves some words and phrases in the language of magic much better than others.
The caster selects a spell Action and \gls{descriptor} as their focus, and those spells cost 1~\gls{mp} less.
For example, the spell `Carrier Crow' (\vpageref{carrierCrow}) has the invocation `Detailed, Distant, Warp Water \& Fate'.
It costs 3~\glspl{mp}, but casters with an emphasis on `Detailed Warp' spells could cast it for 2~\glspl{mp}, or cast `Phantasm' for 1~\gls{mp}.
You can check spell \glspl{invocation} in the spell summaries \vpageref{spellIndex}.
\subsubsection{Mana Well}
\label{manaWell}
\index{Mana!Knacks}
The character can hold a number of additional \glspl{mp} equal to the number of Knacks they have.
In addition to extra spell-casting stamina, they can often hog all the mana in \pgls{area}, since \glspl{mp} are limited, and always flock towards the largest vacuum.
\subsubsection{Ritual Caster}
\label{ritualCaster}
\index{Rituals, Magical}
\index{Spells!Ritual}
Ritual spells can employ two \glspl{boon} to boost a Sphere, rather than the usual limit of one; so while \pgls{witch} with Fate 2 might use a Fate \gls{boon} to cast a level 3 spell, a ritual caster could use two Fate \glspl{boon} and release a level 4 Fate spell.
These spells use Intelligence to cast, rather than the standard, Charisma, and need one hour per \gls{mp} spent to cast the spell.
Some prolong their spells by stating their intentions through rune-carvings in rock, while others sing long ballads.
If anything interrupts the ritual, the first \gls{boon} is lost, but the last remains (as the caster uses the final \gls{boon} only at the end of the ritual).
All \glspl{mp} for the spell release and cast a random spell targeting the caster.
Casters may be able to roll something appropriate, depending on the ritual employed, such as \roll{Wits}{Performance} for a spell cast through the medium of theatre.
\pic{Roch_Hercka/dwarvish_runes}
\subsubsection{Snap Caster}
\label{snapCaster}
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.
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 fuels their spells through hatred and bile.
If the character has 0~\glspl{fp} and loses a single \gls{hp} then they gain a +2~Bonus to \gls{casting}.
If they have lost half their \gls{hp} then they instead gain a Bonus equal to the number of Knacks they have.
This Knack can only be used when there is a legitimate grievance.
The \gls{witch} does not gain the Bonus when they have harmed themself.
It lasts only until the end of the \gls{interval} and can reactivate only once the \gls{witch} has lost further \glspl{hp}.
The Knack might also be used when \pgls{pc} or member of \pgls{characterPool} has been killed.
\iftoggle{stories}{
\subsubsection{Wild Caster}
\label{wyldCaster}
\index{Spells!Creation}
The \gls{witch} can create spells on-the-fly, with no need for the usual \gls{downtime} preparation (covered \vpageref{make_spell}).
This Knack represents the player's ability to grasp the underlying patterns of the spell-casting system, as well as the character's.
The \gls{gm} should also feel comfortable with the spell creation system before allowing this Knack, in order to adjudicate the spells.
See the \textit{Book of Stories}, \autopageref{spellWeaving} for full rules on making spells.
}{}
\end{multicols}
\section{Other Knacks}
\begin{multicols}{2}
\subsubsection{Fast Healer}
The character regenerates unusually fast.
Each \gls{interval} they spend resting lets them heal an additional \gls{ep} or \gls{mp}.
However, gaining \pgls{mp} only works in \glspl{area} which have enough to absorb.
\subsubsection{Specialist}
\label{specialist}
\index{Specialisation}
Working for years on a narrow task can build exceptional proficiency.
Specialisations grant a +2~Bonus to their focus, or a +1~Bonus to their broader area of expertise.
\begin{description}
\item[Auroch Specialists]
might focus on their stampedes, mating cycles, or migration patterns.
The latter focus would grant a +2~Bonus when predicting where a herd of auroch may go next, and a +1~Bonus when interacting with aurochs in general.
\item[Bronze Miners]
can often guess who made any bronze weapon, as they will know most other
bronze-workers in the area. They will know all the mines, living and
historical, where people pulled bronze from the ground, and which produced
the best quality.
They could receive a +1~Bonus to noticing a mine's pitfalls, and the same
when tracking down which smith produced a particular bronze spearhead.
\item[Javelin Hunters]
practice throwing javelins at a favoured target (aurochs, deer, even \glspl{crawler}).
\item[Students of \Gls{griffin} Swoops]
gain a +1~Bonus in combat against \glspl{griffin} and +1 against any kind of
swooping-attack from flying creatures.
\item[Sword Masters]
gain a +1~Bonus when using a longsword or when fighting someone wielding a
longsword. Both at once grants a +2~Bonus.
\item[\Glspl{storm} Students]
know exactly how far inland the great waves from the sea can reach, which
buildings will suffer cumulative damage from winds, and which kinds of
underground structures will eventually flood.
Those with the Air~\gls{sphere} gain a +1~Bonus when casting \textit{Wax Air}
\glspl{spell} to encourage \pgls{storm}'s heavy winds.
\end{description}
Someone with a specialization related to aurochs can use a +1~Bonus for
tracking them (with Survival), noticing what spooks them (with Empathy), and
healing them (with Medicine).
Bonuses from multiple specializations never stack with each other. The
+2~Bonus only applies on the rare occasions the exact specialization becomes
useful.
No specialization should allow \pgls{pc} to use the full Bonus by simply
stipulating they want to use it. A specialization in `oil wrestling` works
find, but a specialization in `headlocks` does not.
\subsubsection{Supporter}
Whenever you join \pgls{bandAct}, the action receives +1 to the roll.
\end{multicols}