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Page name: Burn Up Knacks [Logged in view] [RSS]
2007-03-07 03:56:27
Last author: Vesthrix
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Knacks


   Knacks give your character a new ability or let your character do something better. As you gain new knacks you can gain new abilities or you can improve on the old ones. You can select one every odd level starting at first (during character generation.)

Energetic: Character gains 5 more energy points every level that she has this knack.

Cat Naps: Character can regain all his energy once more per day by taking a five minute nap (Rather then once a day after a good night sleep).

Extra Hit Points: Character gains 5 more hit points and + 1 to healing rate every level that she has this knack.

Bonus Move: Character can move one more lurk per action for free even if she is not using that turn to move.

Run: Character speed is increased by two lurks.

Fast: Cost of extra action is reduced by two points of energy.

Sharp Shooter: Character gains +2 to damage with weapons that use the shooting skill for every level that she has this knack.

Blaster: Character gains +5 to damage with weapons that use the mounted weapons skill for every level that she has this knack.

Heavy Hitter: Character gains +2 to damage with weapons that use the melee skill for every level that she has this knack.

Iron Fist: Character gains +2 to damage with weapons that use the unarmed skill for every level that she has this knack.

Heave Ho: Character gains +2 to damage with weapons that use the throwing skill for every level that she has this knack.

Ability Increase: One of character's ability scores increases by 2.

Dodger: Character gains +2 to avoid every level that she has this knack.

Earlier Actions: Character gains +5 to sequence every level that she has this knack.

Faster Healing: Character gains +3 to Healing Rate every level that she has this knack.

Jack of all Trades: Character gains 2 points each level that she has this knack which may be added to any score which can be increased as a skill when leveling up but has not been this level.

Pack Rat: Character gains +5lb to Carrying Weight every level that she has this knack.

Quick Loading: It takes one less action for this character to reload a given type of weapon (cross bows, hand guns, etc).

Fencing: This character can use an action to set her avoid score equal to her melee or unarmed skill using weapon's attack score for one full round.

Speak Language: Character gains the ability to speak a new language.

Ventriloquism: Character gains the ability to speak with out moving his or her lips. An observation check against the character’s disguise skill is needed to determine who is really speaking.

Unarmored Combatant: Character gains + 5 to Avoid for each level that character has this knack. These bonuses apply only when character is not wearing armor.

Adrenaline Rush: Once a day character can gain -10 accuracy, +strength/2 damage in melee combat for each level that the character has this knack, +1 lurk to speed and loses the ability to complete complicated actions. Adrenaline Rush lasts one minute, but can be ended early by taking one round to calm down. Each time this knack is taken, both bonuses stack (but not the penalty to accuracy) and she can use this ability once more per day.

Lucky Hit: Once per day character may add luck/2 to accuracy for each level that the character has had this knack. If this knack is taken multiple times this ability can be used once per day for each time that this knack has been taken.

Sneak Attack: This knack can be used whenever character catches a target in a situation in which the target can’t defend itself. Character may add agility/2 to damage for each level that the character has had this knack. If this knack is taken multiple times, the bonus to damage stacks. Character must be with in 5L of the target to use this knack.

Sniper: This knack can be used whenever character catches a target that is completely unaware of its attacker. Character must then spend two rounds aiming the attack. Then character may make an attack with awareness/2 added to damage for each level character has had this knack.

Ki Strike Character may use the Unarmed skill in combat to strike an opponents energy score rather then hit points. When character does so, she receives a bonus of toughness/2 to damage for each level she has had this knack.

Dual Weapon Fighting: Character gains +2 accuracy when fighting with two weapons and the cost of attacking with the second weapon is reduced by 1 for each level character has this knack. (That is +2 accuracy for each level and reduced cost for each level.)

Weapon Juggling: Character may fight with one more weapon than she has hands for each time this knack is taken. When fighting with more weapons then hands, the character takes a -30 to accuracy and if she makes an attack with less then 40 accuracy she hits herself for damage equal to weapons damage score. The Benefit is the character can make an attack with all weapons after the first as a single action. For each level character has this knack, he or she receives +2 to accuracy when fighting with more weapons then hands.

Whirl Wind Attack: Character gains the ability to attack multiple opponents in a circle. First the character makes an attack against an opponent with a -30 penalty to accuracy. Then character may continue the attack, with the same accuracy, to one additional adjacent opponent for each level character has had this knack. Character may go around the circle completely (one attack per opponent) for each time this knack has been taken.

Cripple: Whenever character hits an opponent with a sneak attack, that opponent receives a -2 penalty to all checks for each level character has this knack.

Gnarled Stump: Character gains +10% armor factor for each level that she has this knack. To take this knack, character must have taken a thousand damage throughout the game. (In honor of Fred)

Endurance: Character gains +4 to Fortitude for every level that she has this knack.

Stubborn Character gains +4 to Will for every level that she has this knack.

Resilient Character gains +1 to Avoid, Fortitude, Will and Hit Points for every level that she has this knack.

Die Hard The number of Hit Points character can be brought below zero with out dying is increased by toughness/2 for each level character has this knack.

Also see BU Mage Knacks

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2004-10-14 [og_ghost]: skills looks like a more or less useless knack. Knacks, by my understanding, is a perpetual thing that builds on each other. Skills doesn't fit. I'd say for skills to mean that the character get's 1.5:1 skill points when getting skill points. you know?

2004-10-14 [Vesthrix]: More or less useless??? Now I look at it, it under minds both the increased damage knacks! I think I like your way better.

2004-10-16 [Vesthrix]: On secound thought that would cause expedental advancement. by 5th level a character will average strenght would have 115 in his melee skill which would mean he could easily kill some one of the same level in one hit. Expendential advancement might not be bad but I would have to change most of the knacks and advancement. I'm changing it back for now, but I'll think on it some more.

2004-10-16 [og_ghost]: 1.5 was an example. It could be something like 1.1, where you get a bonus skill point every time you acquire 10 skill points naturally.

2004-11-01 [Vesthrix]: Ok, now character growth is expendental (or how ever one spell it). Knacks keep getting better as time goes on. This certainly is different from every other system I've seen. Thanks for the idea ghost.

2005-05-02 [Duredhel]: Hmm... these are just like the fallout thingiemajigs... dun remember their name ^^'...

2005-05-02 [Vesthrix]: Their called perks in fallout. I was play fallout 2 in the weeks before I started Burn Up. The skills also are from there.

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