Offensive Knacks

Offensive Knacks represent special equipment, clever devices, subtle nubia, or various fighting styles a character might employ. A character can trade out one of their offensive knacks with a little effort, such as purchasing new equipment, learning a new ritual, or studying a new fighting style.

Fight Dirty (Ex): With slashes across the eyes, a pocket full of sand, or a well targeted signal mirror, a character takes advantage of other’s ocular weaknesses.
Using this Knack inflicts [Blinded] for one [Round] on a failed save.
(This knack uses the Offensive Attack Modifier of the Horror, and the Defensive Ability Modifier of the Target.)

Heavy Hitter (Ex): Maybe it’s the size of their weapon, or the way they use it, but this character knows how to knock foes down.
This Knack deals damage equal to 3x(Horror Level) plus the Unspecified Attribute Modifier (UAM) when used, and inflicts the [Prone] condition.

Hold Out (Ex): Most Offensive Knacks can be easily disabled or taken away, or well watched by those around them, this character’s is not so easily thwarted.
This Knack deals damage equal to 3x(Horror Level) plus the Unspecified Attribute Modifier (UAM), and cannot be [Disarmed] from the Horror, nor is it easily found when the Horror is being searched (The Horror Rolls Larceny + 2x(Horror Level) against the searcher’s Awareness Score).

Hunter (Ex): Some characters carry long range rifles, others know how to make an arrow fall exactly where they want.
This Knack deals damage equal to 3x(Horror Level) plus the Unspecified Attribute Modifier (UAM) to a targets within [Long] range.

Knock Down Blow (Su): There are some weapons, it’s rumored, that defy Newton’s third law of motion, delivering true knock down power.
This Knack deals damage equal to 2x(Horror Level) plus the Unspecified Attribute Modifier (UAM) when used, and inflicts the [Blown Away] condition.

Net Mastery (Ex): Whether the character could hold their own in a gladiatorial match, or simply has the right combination of adhesives, they can swiftly muddle their assailant’s plans with an entangling assault.
This Knack inflicts [Entangled] for three [Rounds] on a failed save.
(This knack uses the Offensive Attack Modifier of the Horror, and the Defensive Ability Modifier of the Target.)

Nonstandard Weaponry (Ex): Anything from holy water to a blessed hand-grenade, this character packs weaponry that seems to deal more than normal damage.
This Knack deals [Aggravated Damage] equal to 2x(Horror Level) plus the Unspecified Attribute Modifier (UAM).

Patent Pending Weaponry (SLA): A clever device that seems to defy standard physics , be it a pump-action long sword, electromagnetic pulse ray, or improvised explosive, is included in the character’s arsenal.
This Knack functions as the spell Magic Missile affecting targets within [Close] range.
(This knack requires no attack or ability roll and simply functions.)

Raised Stakes (Ex): Passive This character may carry around special equipment specifically for hunting vampires.
Whenever this character makes a successful critical hit their damage is treated as [Aggravated Damage]. Further, against a vampire their critical hits also inflict the [Staked] condition.

Semi-Automatic (Ex): There’s little better than a fully-loaded weapon that can shoot for days. When this Knack is Reloaded roll 1d4+1, this Knack may be used that number of times before it must be Reloaded again. This Knack deals damage equal to 2x(Horror Level) plus the Unspecified Attribute Modifier (UAM) to one target within [Close] range.

Sharp Twist (Ex): Whether the character is quick with practiced swordsmanship or is renown for shooting the weapons out of their foes hands, this character can reduce their opponent’s combat efficiency.
This Knack deals damage equal to 2x(Horror Level) plus the Unspecified Attribute Modifier (UAM), and inflicts the [Disarmed] status.
(The [Disarmed] status prevents the target from using their Offensive Knack. This status can be recovered from by taking a Standard Action, and suffering from the [Flatfooted] status until the beginning of one’s next turn]

Snappy Attack (Ex): With the use of a fashionable revolver or hidden quick-razor this character knows how to put the hurt on multiple enemies.
This Knack deals damage equal to 2x(Horror Level) plus the Unspecified Attribute Modifier (UAM) to two targets within [Close] range.
(This knack requires two attack rolls, one for each attack.)

Softening Blow (Ex): Some characters lace their weapons with poison, while others know where to hit someone to make the next strike hurt more.
Using this Knack deals damage equal to 3x(Horror Level) plus 2x(Unspecified Attribute Modifier) the next time the target takes damage. This effect stacks if delivered by multiple Horrors.

Sucker Punch (Ex): The character’s attacks sometimes seem to come out of nowhere.
This Knack deals damage equal to 3x(Horror Level) plus the Unspecified Attribute Modifier (UAM) when used, and inflicts the [Flatfooted] condition.

Vital Blow (Ex): With sharp daggers or well placed bullets, this character’s enemies find their more important innards doing things they probably shouldn’t do, such as bleeding profusely.
Using this knack deals Damage equal to 3x(Horror Level) plus the Unspecified Attribute Modifier (UAM), and inflicts the [Battered] condition for one [Round].

Offensive Knacks

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