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Doctor Who - The Game of Rassilon
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<blockquote data-quote="Raven Crowking" data-source="post: 3594995" data-attributes="member: 18280"><p><span style="font-size: 12px"><strong>Step Four: Choose a Knack</strong></span></p><p></p><p>A Knack is a special skill or situational condition that exists for your character. It is something you can do that others cannot normally do…or even attempt. Some Knacks are “always on” – they come into play whenever you choose, or whenever a situation calls for them. Other knacks are “Action Point activated” – you must spend an Action Point to be able to use them. Finally some knacks have an effect that occurs only when they are chosen (“When Chosen”).</p><p></p><p>Not all characters in the <em>Doctor Who</em> universe have a Knack. All player characters in the Game of Rassilon have one, however. Every character chooses one Knack when created.</p><p></p><p><strong>Aggressive (Always On):</strong> You gain a +1 bonus to all attack rolls. You can take this Knack more than once, and the effects stack.</p><p></p><p><strong>Alertness (Always On):</strong> You gain a +1 bonus to Spot and Listen checks to avoid being surprised. You can take this Knack more than once, and the effects stack.</p><p></p><p><strong>Animal Empathy (Action Point Activated):</strong> Animals like you. Without spending an Action Point, all animals automatically treat you as if they were one step friendlier to you. If you spend an Action Point, you can befriend an animal so that it treats you as though you had trained it to perform three simple tasks.</p><p></p><p><strong>Athletic (Always On):</strong> You gain a +1 bonus to all Strength, Agility, and Endurance-based skill checks. You can take this Knack more than once, and the effects stack.</p><p></p><p><strong>Attractive (Action Point Activated):</strong> By spending an Action Point, you can cause any creature that is attracted to creatures of your gender to become infatuated with you. This does not change the nature of the creature, but it might prevent it from attacking you. This infatuation lasts for the length of the adventure.</p><p></p><p><strong>Bench Thumping (Action Point Activated):</strong> By spending an Action Point, you can make a Repair check instantaneously by striking the object you want to repair.</p><p></p><p><strong>Calm Nerves (Always On):</strong> You are not easily rattled. You gain a +3 bonus on Will saves to avoid morale penalties.</p><p></p><p><strong>Danger Sense (Action Point Activated):</strong> When surprised, you can spend an Action Point to negate the surprise for you.</p><p></p><p><strong>Defensive (Always On):</strong> You gain a +2 bonus to your defence. You can take this Knack more than once, and the effects stack.</p><p></p><p><strong>Disabling Attack (Action Point Activated):</strong> Whether due to studying Venusian aikido or having a strong right cross, you can disable a foe with a single attack. Activate this Knack when you make a successful attack – your opponent is rendered unconscious for 1d6 x 10 minutes. This Knack is only effective against humanoid foes.</p><p></p><p><strong>Dodge (Action Point Activated):</strong> By expending an Action Point, you can negate an attack that just hit you. You must use this Knack before damage is determined.</p><p></p><p><strong>Fast Reflexes (Always On):</strong> You gain a +1 bonus to your Reflex saving throws. You can take this Knack more than once, and the effects stack.</p><p></p><p><strong>Iron Will (Always On):</strong> You gain a +1 bonus to your Willpower saving throws. You can take this Knack more than once, and the effects stack.</p><p></p><p><strong>Jack-of-All-Trades (Action Point Activated):</strong> By spending an Action Point, you may make a skill check as though you had ranks in that skill equal to your level. You may use this Knack to give yourself a bonus to a skill you have ranks in.</p><p></p><p><strong>Jiggery-Pokery (Action Point Activated):</strong> By expending one or more Action Points, you can use an Engineering or Repair check to create a gadget that performs a function determined by you. When you determine what the gadget is designed to do, your GM will designate an Action Point cost. Most short-term, single-function gadgets only cost one Action Point.</p><p></p><p><strong>Leadership (Action Point Activated):</strong> By spending an Action Point, you can take charge of a group of soldiers, policemen, firemen, or so on. The group must be of a type that is accustomed to behaving under the leadership of a superior. By spending two Action Points, you can take charge of any group. Each use of this Knack lasts for one episode.</p><p></p><p><strong>Leather Lungs (Action Point Activated):</strong> By spending an Action Point, you can scream so loudly and piercingly that you can stun your opponents. Roll a Personality check. Each opponent within earshot must make a Willpower save (DC = your Personality check) or be stunned for one turn. Opponents with vulnerability to Sonic energy take 1d6 damage if they fail the save, and are automatically stunned even if they succeed.</p><p></p><p><strong>Loyal (Always On):</strong> You gain a +3 bonus on any Willpower save made to prevent an effect that would cause you to betray or act against your companions. You can take this Knack more than once, and the effects stack.</p><p></p><p><strong>Manipulative (Action Point Activated):</strong> Instead of making a social skill check (Bluff, Diplomacy, or Intimidate) you can spend an Action Point to automatically gain the result you would have if you had made the check and rolled a 20.</p><p></p><p><strong>Photographic Memory (Action Point Activated):</strong> You can remember anything that you have personally seen or heard. By spending an Action Point, you may ask the GM to tell you something that you have forgotten, such as a clue or another character’s name. If the information is insignificant, the GM can tell you so and restore the Action Point.</p><p></p><p><strong>Psychic (When Chosen):</strong> Choose a psychic power. You now have this power.</p><p></p><p><strong>Quick Action (Always On):</strong> You react more quickly than most. You automatically gain a +2 bonus to Initiative. You can take this Knack more than once, and the effects stack.</p><p></p><p><strong>Racial Memories (Action Point Activated):</strong> You have subconscious access to the racial memories of your species. When you spend an Action Point, your GM will give you clues about the current adventure that are based upon ancestral precedent. This has a side effect of rendering you incapacitated due to reliving those memories. Incapacitation usually lasts 1d6 x 10 minutes.</p><p></p><p><strong>Resilience (Action Point Activated):</strong> By spending an Action Point, you can instantly heal 4d6 points of normal damage or 1d6 points of Attribute score damage that you have taken.</p><p></p><p><strong>Resourceful Pockets (Action Point Activated):</strong> You carry useful objects in your pockets. The item needed does not have to be recorded on your character sheet; you habitually carry an odd assortment of junk in your pockets. You can pull out a relatively common object, such as a cricket ball or a small bag of jelly babies, without spending an Action Point. By spending an Action Point, you can come up with almost any piece of equipment that can fit in your pocket. In the event that the GM disallows an item, you get your Action Point back.</p><p></p><p><strong>Serendipity (Action Point Activated):</strong> When you fail a task, you may spend an Action Point. If you do so, the task still fails, but there is an unexpected benefit to your failure. The GM determines what the benefit is, and it may or may not be immediately obvious. </p><p></p><p><strong>Skilled (When Chosen):</strong> You gain 4 additional skill points, which must be immediately spent on skills. You can take this Knack more than once. Each time you gain an additional 4 skill points.</p><p></p><p><strong>Small (Always On):</strong> You are size Small. As a result, you gain a +1 size bonus to your attacks and defence, as well as a +4 bonus to Hide skill checks. This Knack is appropriate for making a child character, such as those in The Sarah Jane Adventures.</p><p></p><p><strong>Social Chameleon (Action Point Activated):</strong> By spending an Action Point, you can cause people to treat you as though you belong in a particular setting. Each use of this Knack lasts for one episode. Social Chameleon causes the average person to treat you as though you belong in a setting; specific major characters can still determine that you are an outsider.</p><p></p><p><strong>Stamina (Always On):</strong> You gain a +1 bonus to Fortitude saves. You can take this Knack more than once, and the effects stack.</p><p></p><p><strong>Strong Identity (Action Point Activated):</strong> By spending an Action Point, you can throw off hypnotism or other mind-control effects.</p><p></p><p><strong>Toughness (Always On):</strong> You gain additional Hit Points equal to twice your Endurance, to a minimum of 1. You can take this Knack more than once, and the effects stack.</p><p></p><p><strong>Weapon Mastery (Always On):</strong> Choose a weapon. You add double your level to your effective skill ranks in that weapon. You can take this Knack more than once, applying it to a different weapon each time.</p><p></p><p><em><strong>New Knacks:</strong> You can create a new Knack whenever it is appropriate to create the type of character you want. Use the Knacks detailed above as examples to write your own. The GM must approve any new Knack, and may suggest changes to make it fit better into his campaign.</em></p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3594995, member: 18280"] [SIZE=3][B]Step Four: Choose a Knack[/B][/SIZE] A Knack is a special skill or situational condition that exists for your character. It is something you can do that others cannot normally do…or even attempt. Some Knacks are “always on” – they come into play whenever you choose, or whenever a situation calls for them. Other knacks are “Action Point activated” – you must spend an Action Point to be able to use them. Finally some knacks have an effect that occurs only when they are chosen (“When Chosen”). Not all characters in the [I]Doctor Who[/I] universe have a Knack. All player characters in the Game of Rassilon have one, however. Every character chooses one Knack when created. [B]Aggressive (Always On):[/B] You gain a +1 bonus to all attack rolls. You can take this Knack more than once, and the effects stack. [B]Alertness (Always On):[/B] You gain a +1 bonus to Spot and Listen checks to avoid being surprised. You can take this Knack more than once, and the effects stack. [B]Animal Empathy (Action Point Activated):[/B] Animals like you. Without spending an Action Point, all animals automatically treat you as if they were one step friendlier to you. If you spend an Action Point, you can befriend an animal so that it treats you as though you had trained it to perform three simple tasks. [B]Athletic (Always On):[/B] You gain a +1 bonus to all Strength, Agility, and Endurance-based skill checks. You can take this Knack more than once, and the effects stack. [B]Attractive (Action Point Activated):[/B] By spending an Action Point, you can cause any creature that is attracted to creatures of your gender to become infatuated with you. This does not change the nature of the creature, but it might prevent it from attacking you. This infatuation lasts for the length of the adventure. [B]Bench Thumping (Action Point Activated):[/B] By spending an Action Point, you can make a Repair check instantaneously by striking the object you want to repair. [B]Calm Nerves (Always On):[/B] You are not easily rattled. You gain a +3 bonus on Will saves to avoid morale penalties. [B]Danger Sense (Action Point Activated):[/B] When surprised, you can spend an Action Point to negate the surprise for you. [B]Defensive (Always On):[/B] You gain a +2 bonus to your defence. You can take this Knack more than once, and the effects stack. [B]Disabling Attack (Action Point Activated):[/B] Whether due to studying Venusian aikido or having a strong right cross, you can disable a foe with a single attack. Activate this Knack when you make a successful attack – your opponent is rendered unconscious for 1d6 x 10 minutes. This Knack is only effective against humanoid foes. [B]Dodge (Action Point Activated):[/B] By expending an Action Point, you can negate an attack that just hit you. You must use this Knack before damage is determined. [B]Fast Reflexes (Always On):[/B] You gain a +1 bonus to your Reflex saving throws. You can take this Knack more than once, and the effects stack. [B]Iron Will (Always On):[/B] You gain a +1 bonus to your Willpower saving throws. You can take this Knack more than once, and the effects stack. [B]Jack-of-All-Trades (Action Point Activated):[/B] By spending an Action Point, you may make a skill check as though you had ranks in that skill equal to your level. You may use this Knack to give yourself a bonus to a skill you have ranks in. [B]Jiggery-Pokery (Action Point Activated):[/B] By expending one or more Action Points, you can use an Engineering or Repair check to create a gadget that performs a function determined by you. When you determine what the gadget is designed to do, your GM will designate an Action Point cost. Most short-term, single-function gadgets only cost one Action Point. [B]Leadership (Action Point Activated):[/B] By spending an Action Point, you can take charge of a group of soldiers, policemen, firemen, or so on. The group must be of a type that is accustomed to behaving under the leadership of a superior. By spending two Action Points, you can take charge of any group. Each use of this Knack lasts for one episode. [B]Leather Lungs (Action Point Activated):[/B] By spending an Action Point, you can scream so loudly and piercingly that you can stun your opponents. Roll a Personality check. Each opponent within earshot must make a Willpower save (DC = your Personality check) or be stunned for one turn. Opponents with vulnerability to Sonic energy take 1d6 damage if they fail the save, and are automatically stunned even if they succeed. [B]Loyal (Always On):[/B] You gain a +3 bonus on any Willpower save made to prevent an effect that would cause you to betray or act against your companions. You can take this Knack more than once, and the effects stack. [B]Manipulative (Action Point Activated):[/B] Instead of making a social skill check (Bluff, Diplomacy, or Intimidate) you can spend an Action Point to automatically gain the result you would have if you had made the check and rolled a 20. [B]Photographic Memory (Action Point Activated):[/B] You can remember anything that you have personally seen or heard. By spending an Action Point, you may ask the GM to tell you something that you have forgotten, such as a clue or another character’s name. If the information is insignificant, the GM can tell you so and restore the Action Point. [B]Psychic (When Chosen):[/B] Choose a psychic power. You now have this power. [B]Quick Action (Always On):[/B] You react more quickly than most. You automatically gain a +2 bonus to Initiative. You can take this Knack more than once, and the effects stack. [B]Racial Memories (Action Point Activated):[/B] You have subconscious access to the racial memories of your species. When you spend an Action Point, your GM will give you clues about the current adventure that are based upon ancestral precedent. This has a side effect of rendering you incapacitated due to reliving those memories. Incapacitation usually lasts 1d6 x 10 minutes. [B]Resilience (Action Point Activated):[/B] By spending an Action Point, you can instantly heal 4d6 points of normal damage or 1d6 points of Attribute score damage that you have taken. [B]Resourceful Pockets (Action Point Activated):[/B] You carry useful objects in your pockets. The item needed does not have to be recorded on your character sheet; you habitually carry an odd assortment of junk in your pockets. You can pull out a relatively common object, such as a cricket ball or a small bag of jelly babies, without spending an Action Point. By spending an Action Point, you can come up with almost any piece of equipment that can fit in your pocket. In the event that the GM disallows an item, you get your Action Point back. [B]Serendipity (Action Point Activated):[/B] When you fail a task, you may spend an Action Point. If you do so, the task still fails, but there is an unexpected benefit to your failure. The GM determines what the benefit is, and it may or may not be immediately obvious. [B]Skilled (When Chosen):[/B] You gain 4 additional skill points, which must be immediately spent on skills. You can take this Knack more than once. Each time you gain an additional 4 skill points. [B]Small (Always On):[/B] You are size Small. As a result, you gain a +1 size bonus to your attacks and defence, as well as a +4 bonus to Hide skill checks. This Knack is appropriate for making a child character, such as those in The Sarah Jane Adventures. [B]Social Chameleon (Action Point Activated):[/B] By spending an Action Point, you can cause people to treat you as though you belong in a particular setting. Each use of this Knack lasts for one episode. Social Chameleon causes the average person to treat you as though you belong in a setting; specific major characters can still determine that you are an outsider. [B]Stamina (Always On):[/B] You gain a +1 bonus to Fortitude saves. You can take this Knack more than once, and the effects stack. [B]Strong Identity (Action Point Activated):[/B] By spending an Action Point, you can throw off hypnotism or other mind-control effects. [B]Toughness (Always On):[/B] You gain additional Hit Points equal to twice your Endurance, to a minimum of 1. You can take this Knack more than once, and the effects stack. [B]Weapon Mastery (Always On):[/B] Choose a weapon. You add double your level to your effective skill ranks in that weapon. You can take this Knack more than once, applying it to a different weapon each time. [I][B]New Knacks:[/B] You can create a new Knack whenever it is appropriate to create the type of character you want. Use the Knacks detailed above as examples to write your own. The GM must approve any new Knack, and may suggest changes to make it fit better into his campaign.[/I] [/QUOTE]
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