FrivYeti/EnliKnackMental

From Exalted - Unofficial Wiki
Revision as of 20:04, 31 October 2006 by FrivYeti (talk) (*Last flaws)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Back to the Knacks Summary


Perceptive Abilities

Acute Senses</b>

Requirements: Perception 3

The character's senses are unnaturally acute. The character substracts her Kismet in external penalties on all rolls dealing with her five basic senses.
However, the character cannot always handle her acute senses. She suffers a -2 penalty to all Resistance rolls against blindness, deafness, and the like.

<b>Bat Ears</b>

Requirements: Perception 3

The character is at home in the darkest night, or with her eyes closed, using her other senses to compensate. She suffers no penalties whatsover for being without sight, and has a 360 degree field of awareness. If the character suffers penalties to hearing while blinded, they also apply as sight penalties.
Because of the character's keen hearing, her eyesight has suffered. The character takes a -1 die penalty to all vision-based rolls.

<b>Eagle Eyes</b>

Requirements: Perception 3 or Awareness 3

The character's eyesight is incredible. Double her range of vision in all situations. This also adds +50% to the range increment of her ranged weapons.
This reliance on vision can cause problems. The character suffers a -1 die penalty to all hearing-based rolls.

<b>Quick Reactions</b>

Requirements: Wits 3

The character is always ready for danger or opposition. She adds half her Kismet (rounding up) as automatic successes on Join Battle / Join Debate / Initiate War rolls.
The character's awareness can cause its own problems. She suffers a -1 die penalty to all rolls to disguise her reactions.

<b>Sixth Sense</b>

Requirements: Wits 3 or Awareness 4

You just can't get the jump on some people. The character adds her Kismet to all rolls to detect ambush, unexpected attacks, or the like.
However, the character cannot always stop acting in time. If she must roll to stop an action she has already begun, she suffers a -3 die penalty.

Knowledge

<b>Instant Expert</b>

Requirements: Wits 4 or Lore 4

The character doesn't actually know everything, but she certainly sounds like she does. She adds her Kismet in automatic successes to any roll to fake knowledge that she doesn't actually have.
Because of this effect, the character can quickly become convinced of her knowledge. She must succeed at a Conviction roll to let someone else take an action she believes she could accomplish.

<b>Master of Tongues</b>

Requirements: Linguistics 4

The barriers of language are parted for your character. The character may communicate basic expressions and sentances in any language, without ever having heard it before. She does not merely speak, but also uses gestures and sounds to communicate her ideas. Only simple thoughts may be transmitted in this way.
This expressiveness leads the character to read too far into the motions of others. She suffers a -1 penalty to all Investigation rolls to determine motivation and emotions.

<b>Math Whiz</b>

Requirements: Intelligence 3

The character is a mathmatic genius. She adds her Kismet in automatic successes to all rolls to calculate or work out numbers.
Because of her flair for numbers, the character can forget human equations. She suffers a -1 die penalty to Socialize rolls, except for lying.

<b>Jack of All Trades</b>

Requirements: Intelligence 3 or Wits 3

Some people just pick up bits of knowledge everywhere. Once per session, the character may use her Kismet in place of any Ability on a single Ability roll. She may use only some of her Kismet dice, saving the rest for later. The character may not add these dice to an Ability, only replace it.
There is no penalty associated with this Knack.

<b>Librarian</b>

Requirements: Intelligence 3 or Lore 4 or Investigation 4

Sometimes, you just have to know where to look. The character gains bonus dice equal to her Kismet on all research-based rolls.
This patience can lead the character to disdain the skills of others. If the character botches a Mental roll, she cannot be convinced of the fact without clear and compelling evidence.

<b>Prodigy</b>

Requirements: Any Favoured Ability at 3 or above

There are characters who are skilled, and then there are characters who have a depth of natural talent rarely seen. Choose a single Favoured Ability. The character gains one free success on all rolls of that Ability. This Knack stacks with all other Knacks. This Knack may be purchased once per Favoured Ability.
This dependance on Abilities has its flaws. The character must spend 1 Willpower to avoid using this Ability if she believes it could solve a situation.

<b>Puzzle Wizard</b>

Requirements: Intelligence 3

Cryptography and strange puzzles hold no challenge to the industrious character. She may halve the time required for any extended problem-solving roll.
This Knack has no downside.

Miscellaneous

<b>Hyperfocus</b>

Requirements: Willpower 7

When everything is on the line, the character is ready to give it her all. The character may spend up to her Kismet +1 Willpower for automatic successes or Virtue channeling on each roll. She may not channel a given Virtue more than once.
This Knack has no downside.

<b>Iron Will</b>

Requirements: Willpower 8 or Temperance 4

The character has a formidable mind. She adds her Kismet to all rolls to resist unnatural mental control or influence.
However, this will can be sapping. If the character fails to resist unnatural mental control or influence, she must spend 1 Willpower to attempt to shake it off, even if that is impossible.

<b>Patient</b>

Requirements: Willpower 6

The character is not easily annoyed. She takes no penalty for re-trying failed rolls.
This patience can cause the character not to leap into action. She takes a -1 penalty to Join Battle and Join Debate rolls.

<b>Pattern Combat</b>

Requirements: Perception 3, any combat ability at 3

The character has amazing skill at identifying fighting styles. Whenever the character uses the Aim action in combat, she may apply a 1-die bonus to attacks and defenses against that opponent for the remainder of the scene for every two ticks spent Aiming. She may not add more total dice than half her Kismet score, rounded up. This bonus stacks with other Knack bonuses.
This dependance on patterns affects a character's actions. She suffers a -1 die penalty to all Social attacks not based on a target's Intimacies, Virtues, or Motivation.

<b>Perfect Recall</b>

Requirements: Wits 3

The character remembers everything that happens to her perfectly. When considering or studying her memories, she has complete recall of everything that she was able to notice at the time. Note that this does not increase a character's ability to notice something, only her memory of it.
This recall reduces creativity; the character suffers a -1 die penalty on all rolls to be creative.