Saturday, December 10, 2016

Knacks

Every time you succeed at a task by using a generic roll (STR check to force a door, INT check to win at a game of skill) you gain the option of taking a Knack in that task; Knacks are not skills, as such, but they're a bonus to that task for that player all the same. You cannot buy points in Knacks, and you cannot get better at a Knack. You can only have one Knack per every 2 character levels, and you cannot 'forget' a Knack.

You can, however, loose a knack; if you roll a critical miss for a task that you have a Knack in, that Knack fails you and whatever the critical failure would be is compounded and made even worse. You can, of course, regain a Knack if you want to, but you have to critically succeed at the relevant task, or succeed at it during a tense moment, and your bonus is only +1, with no improved success chance, until you successfully use the Knack 2 more times.

If you have a Knack, you get a +2 bonus to succeed at the associated task AND your range for an improved success, if one exists in your game, is increased by 1. You can also, if your system has it, use a Knack to get an automatic success at a task once per game session.

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