FrivYeti/EnliKnackPhysical

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Back to the Knacks Summary


Passive Knacks: Physical

Combat: Offense

Combat Whirlwind</b>

Requirements: Dexterity 3, Melee or Unarmed 3

The character is skilled at fighting multiple opponents. If the character flurries two attacks against different targets, she suffers only a -1 die penalty on each, and her total DV penalty for the flurry is reduced by 1. This Knack does not apply if the character hits a single opponent twice, nor does it benefit non-attack actions.
However, the character finds herself propelled towards battles, and suffers a -1 penalty to any Social rolls made to avoid a fight.

<b>Disarming King</b>

Requirements: Dexterity 3, Unarmed or Melee 3

The character is skilled at removing an opponent's weapons. An opponent's Wits + Melee roll to keep a weapon when the character makes a Disarm check is at an internal penalty equal to the character's Kismet.
While the character can remove weapons, however, she cannot keep them. The character takes a -1 penalty to all of her own rolls to avoid being disarmed.

<b>Fencer</b>

Requirements: Dexterity 3

The character can strike without leaving herself open. She does not take a Speed penalty on Defensive Attack actions.
However, while the character is skilled defensively, she finds herself forced into duels and fights. The character may not spend Kismet to avoid combat.

<b>Violent</b>

Requirements: Strength 3

Some characters know how to leave a mark. All of the character's unarmed attacks have their damage increased by his Kismet. The character's violent life, however, marks her. The character suffers a -1 die penalty to any Social roll designed to put people at ease.

<b>Heavy Hitter</b>

Requirements: Strength 3

They set 'em up, and you knock 'em down. The character adds her Kismet to her Strength when determining whether opponents suffer from knockback. In addition, knockback and knockdown checks by her opponents are made at a -1 external penalty.
The character always hits hard, however; she may not avoid forcing her opponents to check for knockback.

<b>Merciful Warrior</b>

Requirements: Compassion 3, Valor 3

When the character wishes to, she can be a merciful opponent. The character may choose to apply an opponent's Lethal soak to all of her attacks that deal Bashing damage. In addition, she may deal Bashing damage with any weapon that would normally deal Lethal damage without penalty.
This kindness affects the character, however. If she chooses to deal Lethal damage, her damage pool is reduced by 1.

<b>Shatter</b>

Requirements: Strength 3

Most physical objects can't be hurt by human hands. But some characters are different. The character reduces the soak of all inanimate objects by double her Kismet, to a minimum of 0.
This effect can have downsides; the character reduces rolls to repair objects by 2 dice.

Combat: Defense

<b>Lucky Breaks</b>

Requirements: Stamina 2

The character is incredibly hard to kill; attacks just roll off her. The first time that this Knack is purchased, the character gets an extra -0 Health Level. This Knack may be purchased a number of times equal to the character's Kismet.
This is the only Passive Knack that lacks a drawback.

<b>One-Man Army</b>

Requirements: Dexterity 3, Dodge 3

It is impossible to back a truly skilled opponent into a corner. The character may cancel up to her Kismet worth of co-ordinated attack bonuses by any and all opponents.
This mobility comes at a price. If the character does not move at least 2 yards in each tick, if only by stunting and flailing, she suffers a -1 DV penalty.

<b>Quick Recovery</b>

Requirements: Athletics 3, Wits or Awareness 3

You can't keep a good man down. The character reduces the DV penalty of all non-combat actions (Rise From Prone, Dash, Miscellaneous, etc) by 1.
Her speed and reactions can work against her, however. The character takes a -1 die penalty to Temperance rolls designed to wait out actions.

<b>Standing Strong</b>

Requirements: Dexterity 3 or Stamina 3

The character always keeps her balance. She receives +1 die to Athletics rolls based around balance, and is completely immune to all knockdown and knockback checks that are not caused or enhanced by Knacks or Techniques. Against these, she receives a die bonus on her check equal to her Kismet score.
This stolidity can be problematic when the character wishes to move. She has -1 Athletics for the purposes of determining Jump distances.

<b>Tough Cookie</b>

Requirements: Stamina 3, Kismet 1

Some characters are as strong as stone. The character's Bashing and Lethal soak are increased by (her Kismet +1), as long as she is not wearing armour. If she is wearing armour, use only the higher of the two ratings.
This hardness applies to all things; the character suffers a -1 die penalty to all touch-based Awareness rolls.

<b>Untouchable</b>

Requirements: None

Sometimes, you have to even the odds. If the character is unarmed, all attacks against her by armed opponents suffer an external penalty equal to her Kismet. If she is armed only with a melee weapon, ranged attacks against her suffer this penalty. If the character uses a ranged weapon, this Knack ceases to function for the duration of the scene.
Untouchable characters cannot take advantage of their opponent's frailties; they suffer their own Untouchable penalty (as an internal penalty) if they attempt to use a melee attack against an unarmed foe or a ranged attack against a foe without ranged weapons.

Miscellaneous

<b>Fast Healer</b>

Requirements: Stamina 3

One minute the character is down, the next she is ready to roll. This Knack varies by Kismet. At Kismet 1-2, the character treats every health level as one less serious level for the purposes of healing (-1 heals as -0, and so on). At Kismet 3-4, it becomes two less serious (-1 and -2 as -0, -4 as -1, and Inc as -2.), and at Kismet 5-6 it becomes three less serious (-1, -2, and -4 as -0, and Inc as -1). The character cannot improve healing past the -0 level with this Knack, but it stacks normally with healing magics.
Because she heals quickly, the character finds herself in dangerous situations more frequently. She must spend double Kismet to avoid non-terminal injuries.

<b>Fast On Her Feet</b>

Requirements: Athletics 3

Faster than a speeding horse. The character adds her Kismet to her Dexterity to determine movement speed, and to her Strength + Athletics to determine jumping distances.
This speed has its downsides; the character suffers a -1 penalty to all knockback and knockdown rolls.

<b>Hardy</b>

Requirements: Stamina 2, Resistance 3

Poison, drugs, and disease just roll off some lucky people. The character reduces the total number of times that she must roll for Poison damage by her Kismet, to a minimum of 1. In addition, time spent affected by disease is divided by her Kismet, and she gains one free success on all rolls to resist disease and poison.
However, this has its flaws. All Medicine rolls made to help the character suffer -2 dice.

<b>Optimized Metabolism</b>

Requirements: Stamina 3

The character doesn't need much to do a lot. She only needs to take one meal for every (Kismet +1) meals she would normally require, she reduces the number of hours she needs to sleep each night by her (Kismet +1), and she divides the amount of water that she needs to drink each day by her (Kismet +1).
This can cause problems with finding food; the character suffers a -2 die penalty when foraging, hunting, or purchasing foodstuffs.

<b>Stoic</b>

Requirements: Temperance 3 or Willpower 7

Pain is but a minor concern to a true hero. The character may ignore up to half her Kismet (rounding up) worth of wound penalties, or other internal penalties based on pain or distraction. The character may not act while Incapacitated.
Stoicism has its problems. The character cannot spend Willpower on successful Conviction rolls in order to fail them.

<b>Strongman</b>

Requirements: Strength 3, Athletics 3

When it comes to being the group pack mule, the character is impressive. Add her Kismet to her Strength + Athletics for the purposes of lifting and carrying objects.
Because of her strength, the character can be slow. Her Dash speed is reduced by 1.

<b>Wayfarer</b>

Requirements: Survival 3

The character is happy out in even the worst of the elements. She adds her Kismet as automatic successes to resist all environmental hazards, and reduces damage from these hazards by 1 (this can reduce damage to 0).
Because of her hardy nature, the character sometimes finds that the elements are attracted to her. She may not spend Kismet to avoid inclement or dangerous weather conditions.

Comments

Suggestions for ever-more Knacks are welcome!