Introducing Knacks - Optional Character Creation Feature
A character is born with an inherent Knack for something. Think of it as a Passive or Minor Power that is used resource free.
You may take 1 Knack on character creation, and work with your GM to help it fit into setting and the narrative. Taking a Knack does not denote any XP cost, though some Knacks may require certain Vulnys.
Examples of Knacks below as a sample Draw Table
The below are general ideas for Knacks, not formal proposals, and more can be added by submission on this Issue or by a GM at the table as a House Rule or Homebrew. We can continue to add from community playtester submission.
using a Draw TableDraw a card, the corresponding number to the pip value (Ace = 1)
Handy - When you interact with a specific type of object you are able to understand how it works and how to fix and maintain it.
Intuitive - When you make a Bluffing Check to discern whether someone is lying, you can draw with the Upper Hand.
**More will be added as Issue edits over time, plus as submissions come in we can add the approved ones into a rolling Issue.
Setting-specific Knacks
Settings can have unique Knacks that feed into specific mechanics. It can encourage lightweight game mechanic experimentation from the community as they come up with new lists of Knacks that every character can choose from when they start at level 1. This gives GMs a lot of flexibility for character creation to achieve specific vibes or party dynamics.
For example:
Superhero Knacks: basic abilities that are the core of a large number of Super powers like flight, X-ray vision, super strength, etc.
Post-apocalypse Knacks: tech and craftiness along with the ability to tinker and build certain types of objects: vehicles, weapons, armor, consumables, tools, etc.
Elemental Knacks: specific uses of certain elements, based on an elemental affinity, such as: (1.) Air: enhanced senses when outdoors and making a check based on the wind (sound or smell), (2.) Earth: ability to move a square foot of earth, cover tracks, enhanced tracking skills when in the dirt or mud, (3.) Water: create a quart of water, purify a gallon of water, improved swimming speed in the water, (4.) Fire: ability to conjure fire about the size of a torch, coax or dull existing flames, etc.
Introducing Knacks - Optional Character Creation Feature
A character is born with an inherent Knack for something. Think of it as a Passive or Minor Power that is used resource free.
You may take 1 Knack on character creation, and work with your GM to help it fit into setting and the narrative. Taking a Knack does not denote any XP cost, though some Knacks may require certain Vulnys.
Examples of Knacks below as a sample Draw Table
The below are general ideas for Knacks, not formal proposals, and more can be added by submission on this Issue or by a GM at the table as a House Rule or Homebrew. We can continue to add from community playtester submission.
using a Draw Table Draw a card, the corresponding number to the pip value (Ace = 1)
Setting-specific Knacks
Settings can have unique Knacks that feed into specific mechanics. It can encourage lightweight game mechanic experimentation from the community as they come up with new lists of Knacks that every character can choose from when they start at level 1. This gives GMs a lot of flexibility for character creation to achieve specific vibes or party dynamics.
For example: