Post by Goldy on Jan 8, 2011 1:04:04 GMT -4
Alertness
(1 Spirit chip)—Alertness allows your cat to be even
more attentive than usual to things that are happening
in the general area.
By spending 1 Spirit chip, you may use Alertness to
add 1 bonus point to a single Check involving one of
the following Skill Checks: Focus, Listen, Ponder, See,
or Smell.
You may use Alertness more than once on a single
Check, provided you pay for each use separately.
You may choose the Alertness Knack a second time.
If you do, you now gain 2 bonus points whenever you use
Alertness instead of just 1. You may not choose Alertness
more than twice.
Animal Lore
(1 Intelligence chip)—Having the Animal Lore Knack
means that your cat has a great deal of knowledge
about animals (not including Twolegs).
By spending 1 Intelligence chip, you may add 1 bonus
point to a single Intelligence or Ponder Check involving
knowledge about or predicting the behavior of an
animal.
You may choose Animal Lore more than once. For
each additional time you choose this Knack, the bonus
you receive for using it goes up by +1. So if you choose
Animal Lore twice you get 2 bonus points each time,
if you choose it three times you get 3 bonus points, etc.
Balance
(1 Spirit chip)—The Balance Knack helps a cat to move
safely along branches, fence tops, and other precarious
spaces.
By spending 1 Spirit chip, you may add 1 bonus point
to a Climb or Strength Check made to keep from falling
off a perch or ledge.
You may use Balance more than once on a single
Check, provided you pay for each use separately.
Belly Rake
(2 Strength chips)—Belly Rake is a Knack your cat
may use in a fight. It involves striking with your cat’s
back claws to injure an opponent’s underbelly.
In order to use Belly Rake, your cat and the opponent
must already be Wrestling. (You cannot use Belly Rake,
however, if your opponent is currently successfully using
the Pin Knack on you—see the Pin Knack for details.) If
you are Wrestling, by spending 2 Strength chips your cat
lashes out with his or her rear paws into the opponent’s
belly with claws extended. This is treated like a Swat
attack but does 1 extra point of damage to the opponent.
You may choose the Belly Rake Knack a second time.
If you do, reduce the cost of using it to 1 Strength chip
rather than 2.
Chomp
(3 Strength chips)—A Chomp is a vicious type of
Bite attack. Using it temporarily disables the target and
lets your cat do extra damage.
You must announce that you plan to use Chomp and
spend the Strength chips for it before you resolve the
Bite attack (so if your Bite fails, you will have spent
the Strength chips already). If you succeed in using a
Chomp, your Bite does damage normally but you also
have two additional effects.
First, your opponent is immobilized as though you
have him or her Pinned (as detailed in the Pin Knack).
This effect lasts until the start of your next turn.
Second, at the start of your next turn you have the
choice of either holding on or letting go. If you hold on,
your opponent remains Pinned until your next turn.
If you let go, you do damage to your opponent as
though you had landed a second successful Bite attack.
Clan Lore
(1 Intelligence chip)—Having the Clan Lore Knack
means that your cat has a great deal of knowledge about
the history of the Clans and cats in general.
By spending 1 Intelligence chip, you may add 1 bonus
point to a single Intelligence or Ponder Check involving
knowledge of the history, habits, or beliefs of Clans and
Clan cat culture.
You may choose Clan Lore more than once. For each
additional time you choose this Knack, the bonus
you receive for using it goes up by +1. So if you choose
Clan Lore twice you get 2 bonus points each time, if you
choose it three times you get 3 bonus points, etc.
Dash
(1 Strength chip)—Using the Dash Knack lets your
cat move very quickly, dodging obstacles and springing
off nearby objects to cover more ground than running
normally allows.
By spending 1 Strength chip, you may move up to
twice as far as you normally would in one turn. Some
obstacles prevent the use of Dash (examples include
thick mud, objects that must be Climbed, and other
items that cannot be easily leaped or avoided). If these
kinds of obstacles are present, the Narrator should tell
you so before you spend the Strength chip.
Dodge
(1 Spirit chip)—The Dodge Knack is an improvement
on the Jump Skill. It represents a cat being able to Leap
more quickly and surely out of harm’s way.
You may use the Dodge Knack any time your cat makes
a Jump Check simply by spending the 1 Spirit chip cost.
Doing so adds 1 bonus point to the Jump Check.
You may choose the Dodge Knack up to a maximum of
three times. Each time you choose this Knack, the bonus
you receive for using it goes up by +1. So if you choose
Dodge twice you get 2 bonus points each time, and 3
bonus points if you choose it three times. You may not
choose Dodge more than three times.
Feint
(1 Intelligence chip)—Using the Feint Knack, your cat
can use misdirection and quick movement to improve
the accuracy of his or her Swat attacks.
By spending 1 Intelligence chip, you may add 1 bonus
point to a Swat attack, making it more likely to hit but
not adding any additional damage.
You may choose the Feint Knack up to three times.
For each time that you choose it, increase the bonus this
Knack grants by +1. So if you choose Feint twice, you get
2 bonus points every time you use it, if you choose it a
third time the bonus becomes +3. You may not choose
Feint more than three times.
Herb Lore
(1 Intelligence chip)—Having the Herb Lore Knack
means that your cat has a great deal of knowledge about
healing herbs and other natural remedies. You know how
to treat various injuries and illnesses, even if you
can’t diagnose them.
By spending 1 Intelligence chip, you may add
1 bonus point to a single Intelligence or Ponder
Check involving knowledge or use of herbs and
other healing substances.
You may choose Herb Lore more than once. For
each additional time you choose this Knack, the bonus
you receive for using it goes up by +1. So if you choose
Herb Lore twice you get 2 bonus points each time, if
you choose it three times you get 3 bonus points, etc.
Hide
(1 Spirit chip)—The Hide Knack represents a cat
being particularly clever at finding spots in which he or
she is difficult to see.
By spending 1 Spirit chip, you may add 2 bonus
points to a Sneak Check if your cat is sitting still in a
single spot and not moving. As soon as the cat moves,
this bonus is lost entirely.
You may use Hide more than once on a single Sneak
Check, provided you pay for each use separately.
Interpret Dreams
(2 Spirit chips)—The Interpret Dreams Knack
indicates that a cat has the ability to find accurate
meaning in dreams or prophecies sent by StarClan.
By spending 2 Spirit chips, your character can find
some measure of sense in messages from StarClan or
in prophecies of old (that is, if the time is right and if
there is any sense to be found in them). These insights
may not make everything crystal clear, but they should
at least give some clues as to what StarClan expects
the cats to do or where further answers can be found.
This Knack may also tell you that a dream is just an
ordinary one or that a prophecy does not have any
immediate application.
You may choose the Interpret Dreams Knack a second
time. If you do, reduce the cost of using it to 1 Spirit chip
rather than 2. You may not choose Interpret Dreams
more than twice.
Launch
(3 Strength chips)—The Launch Knack represents a
combat maneuver that allows a cat to fling an opponent
away, providing a momentary respite.
In order to use the Launch Knack, your cat and the
opponent must already be Wrestling. (It is one of the few
offensive maneuvers that a cat can perform while being
Pinned.) If the combatants are Wrestling, by spending
3 Strength chips your cat may thrust out with the back
paws in an attempt to hurl the opponent away
through the air. If you win the Wrestling Check,
the opponent will land two body lengths away and be
disoriented enough that he or she cannot perform any
kind of attack on his or her next action.
You may use Launch up to four times on a single
Wrestling Check, provided you pay for each use
separately. Each additional use of Launch increases the
distance your opponent flies by one body length. So if
your cat chooses this Knack twice, using it hurls the
opponent three body lengths away. Choosing it three
times allows your cat to hurl an opponent four body
lengths away, and so on. You may not use Launch more
than four times on a single Wrestling Check.
You may choose the Launch Knack a second time. If
you do, reduce the cost of using it to 2 Spirit chips rather
than 3. You may not choose Launch more than twice.
Leap
(1 Strength chip)—The Leap Knack represents a
special kind of Pounce in which the cat tries to cover
more distance without worrying about being able to land
cleanly.
By spending 1 Strength chip, your cat may increase the
distance covered by a Pounce by up to one body length.
However, the price of doing this is an uncontrolled
landing. Depending on the situation, the Narrator may
rule that your cat suffers damage or faces some other
appropriate difficulty.
You may use Leap up to four times on a single
Pounce Check, provided you pay for each use separately.
Since the maximum number of times you may use
Leap on a single Pounce Check is four, the maximum
extra distance you may cover is four extra body lengths.
Medicine Lore
(1 Intelligence chip)—Having the Medicine Lore
Knack means that your cat has a great deal of
knowledge about injuries and illnesses. You can recognize
what is ailing a sick or hurt cat, even if you don’t know
how to treat the problem.
By spending 1 Intelligence chip, you may add 1 bonus
point to a single Intelligence or Ponder Check involving
diagnosing what is wrong with a sick or injured cat.
You may choose Medicine Lore more than once. For
each additional time you choose this knack, the bonus
you receive for using it goes up by +1. So if you choose
Medicine Lore twice you get 2 bonus points each time,
if you choose it three times you get 3 bonus points, etc.
Mighty Swat
(2 Strength chips)— Mighty Swat is a Knack your cat
might use in a fight. It allows you to cause more damage
with your Swat attack.
By spending 2 Strength chips, you may do 1 extra point
of damage with your Swat attack. However, you must
declare that you are using Mighty Swat at the start of
the attack, so the Strength chips must be spent whether
the blow hits or not.
You may use Mighty Swat more than once on a single
Swat, provided you pay for each use separately (and
before the attack is resolved).
You may choose the Mighty Swat Knack a second time.
If you do, reduce the cost of using it to 1 Strength chip
rather than 2. You may not choose Mighty Swat more
than twice.
Orate
(1 Spirit chip)—The Orate Knack represents being a
cat who is a skilled speaker, capable of motivating and
inspiring those who are listening.
By spending 1 Spirit chip, you may add 1 bonus point
to any Spirit, Focus, or Ponder Check made to figure out
what fellow cats are thinking, to make a plan that others
will find appealing, or to make a speech that will inspire
friends and allies to take a particular course of action.
You may choose Orate more than once. For each
additional time you choose this Knack, the bonus you
receive for using it goes up by +1. So if you choose Orate
twice you get 2 bonus points each time, if you choose
it three times you get 3 bonus points, etc.
It is important to note, though, that Orate does not
work on other players’ cats. It is up to you, as a player,
to motivate them. Orate only works on cats who are
controlled by the Narrator.
Pathfinder
(1 Intelligence chip)—The Pathfinder Knack represents
being a cat with a keen sense of direction. It allows
you to be aware of where you are in relation to other
known sites—how far from your Clan’s camp you are,
what direction a certain hollow tree is, etc.
By spending 1 Intelligence chip, you can get an
accurate feeling for one of the following: the distance
to a known place, the direction to a known place, what
places that you know are near your current location.
You may choose the Pathfinder Knack a second time.
If you do, you can get two of the listed pieces
of information each time you use Pathfinder. You
may not choose Pathfinder more than twice.
Pin
(3 Strength chips)—Pin is a Knack your cat might
use in a fight, specifically when Wrestling. It allows
one cat to immobilize his or her opponent.
In order to use Pin, your cat
and the opponent must already
be Wrestling. By spending 3
Strength chips, you can use
the weight of your cat’s body to
force the opponent to the ground,
where he or she cannot move. The Pin
lasts until the opponent wins a Wrestling
Check or the cat who started the Pin
gets up or is forced off the opponent.
While Pinned, the only physical actions a cat may take
are: start a Wrestling Check to try to escape, use the
Launch Knack to try to escape, Swat at the Pinning cat,
Bite the Pinning cat (but remember that Biting other
cats is strictly forbidden by the warrior code).
You may choose the Pin Knack a second time. If you
do, reduce the cost of using it to 2 Strength chips rather
than 3. You may not choose Pin more than twice.
Pummel
(3 Strength chips)—Pummel is a Knack your cat
might use in a fight. It allows you to make a Swat attack
that relies on brute force to hit rather than strategic
placement of the blow.
By spending 3 Strength chips, you can make the
equivalent of a Swat attack based on a Strength Check
rather than an Intelligence Check. It is the equivalent
of your cat attempting to overpower his or her opponent
rather than land accurate blows. Damage is determined
normal ly.
You may choose the Pummel Knack a second
time. If you do, reduce the cost of using it to 2 Strength
chips rather than 3. You may not choose Pummel more
than twice.
Spring
(3 Strength chips)—The Spring Knack
represents a special kind of Pounce in
which the cat tries to stretch his or her paws
as high as possible, often to bat at an object.
By spending 3 Strength chip, your cat may
Spring at an object that normally would be too high
to reach. The maximum height that a cat can
Spring is twice the height that he or she can
normally Pounce.
You may choose the Spring Knack up to three
times. The second time you choose it, reduce the cost
of using Spring to 2 Strength chips rather than 3. The
third time you choose it, reduce the cost to 1 Strength
chip. You may not choose Spring more than three times.
Stalk
(1 Spirit chip)—The Stalk Knack represents a cat
being particularly clever at remaining undetected while
he or she is moving.
By spending 1 Spirit chip, you may add 2 bonus points
to a Sneak Check if your cat is trying to approach a
target unawares. While the cat can pause momentarily
to avoid detection, if he or she comes to a complete
and extended halt, this bonus is lost even if movement
begins again.
You may use Stalk more than once on a single Sneak
Check, provided you pay for each use separately.
Track
(1 Intelligence chip)—Track is a Knack that cats use
to trace the movements of an animal or another cat. It
can be of great use when hunting prey or trying to find
what path another cat took when traveling nearby.
By spending 1 Intelligence chip, you may use Track
to add 1 bonus point to a single attempt to follow the
movements of a living creature by using one of the
following Skill Checks: Listen, See, or Smell.
You may use Track more than once on a single Check,
provided you pay for each use separately.
You may choose the Track Knack a second time. If
you do, you gain 2 bonus points whenever you use Track
instead of just 1. You may not choose Track more than
twice.
Twoleg Lore
(1 Intelligence chip)—Having the Twoleg Lore Knack
means that your cat has a great deal of knowledge about
the behavior of Twolegs and the dangers posed by them
and their monsters.
By spending 1 Intelligence chip, you may add 1 bonus
point to a single Intelligence or Ponder Check involving
Twolegs, their nests, and their monsters.
You may choose Twoleg Lore more than once. For each
additional time you choose this Knack, the bonus you
receive for using it goes up by +1. So if you choose Twoleg
Lore twice you get 2 bonus points each time, if you
choose it three times you get 3 bonus points, etc.
Yowl
(1 Intelligence chip)—The Yowl Knack represents a
cat using growls and other vocal warnings to inform
others nearby that he or she is particularly upset.
By spending 1 Intelligence chip, you may add 1 bonus
point to an Arch or a Hiss Check.
Alternatively, your cat can use Yowl to yell out to any
other cat within hearing range. This Yowl can carry
one very basic message such as “Danger,” “Help me,”
“Enemies are here,” or something similar.
You may choose the Yowl Knack up to three times.
Each time you choose it, the bonus it grants increases
by +1 and the distance from which a message can be
heard increases. The maximum bonus is 3 points, and
the maximum distance a Yowl can be heard is as far as a
cat can travel in an hour.
(1 Spirit chip)—Alertness allows your cat to be even
more attentive than usual to things that are happening
in the general area.
By spending 1 Spirit chip, you may use Alertness to
add 1 bonus point to a single Check involving one of
the following Skill Checks: Focus, Listen, Ponder, See,
or Smell.
You may use Alertness more than once on a single
Check, provided you pay for each use separately.
You may choose the Alertness Knack a second time.
If you do, you now gain 2 bonus points whenever you use
Alertness instead of just 1. You may not choose Alertness
more than twice.
Animal Lore
(1 Intelligence chip)—Having the Animal Lore Knack
means that your cat has a great deal of knowledge
about animals (not including Twolegs).
By spending 1 Intelligence chip, you may add 1 bonus
point to a single Intelligence or Ponder Check involving
knowledge about or predicting the behavior of an
animal.
You may choose Animal Lore more than once. For
each additional time you choose this Knack, the bonus
you receive for using it goes up by +1. So if you choose
Animal Lore twice you get 2 bonus points each time,
if you choose it three times you get 3 bonus points, etc.
Balance
(1 Spirit chip)—The Balance Knack helps a cat to move
safely along branches, fence tops, and other precarious
spaces.
By spending 1 Spirit chip, you may add 1 bonus point
to a Climb or Strength Check made to keep from falling
off a perch or ledge.
You may use Balance more than once on a single
Check, provided you pay for each use separately.
Belly Rake
(2 Strength chips)—Belly Rake is a Knack your cat
may use in a fight. It involves striking with your cat’s
back claws to injure an opponent’s underbelly.
In order to use Belly Rake, your cat and the opponent
must already be Wrestling. (You cannot use Belly Rake,
however, if your opponent is currently successfully using
the Pin Knack on you—see the Pin Knack for details.) If
you are Wrestling, by spending 2 Strength chips your cat
lashes out with his or her rear paws into the opponent’s
belly with claws extended. This is treated like a Swat
attack but does 1 extra point of damage to the opponent.
You may choose the Belly Rake Knack a second time.
If you do, reduce the cost of using it to 1 Strength chip
rather than 2.
Chomp
(3 Strength chips)—A Chomp is a vicious type of
Bite attack. Using it temporarily disables the target and
lets your cat do extra damage.
You must announce that you plan to use Chomp and
spend the Strength chips for it before you resolve the
Bite attack (so if your Bite fails, you will have spent
the Strength chips already). If you succeed in using a
Chomp, your Bite does damage normally but you also
have two additional effects.
First, your opponent is immobilized as though you
have him or her Pinned (as detailed in the Pin Knack).
This effect lasts until the start of your next turn.
Second, at the start of your next turn you have the
choice of either holding on or letting go. If you hold on,
your opponent remains Pinned until your next turn.
If you let go, you do damage to your opponent as
though you had landed a second successful Bite attack.
Clan Lore
(1 Intelligence chip)—Having the Clan Lore Knack
means that your cat has a great deal of knowledge about
the history of the Clans and cats in general.
By spending 1 Intelligence chip, you may add 1 bonus
point to a single Intelligence or Ponder Check involving
knowledge of the history, habits, or beliefs of Clans and
Clan cat culture.
You may choose Clan Lore more than once. For each
additional time you choose this Knack, the bonus
you receive for using it goes up by +1. So if you choose
Clan Lore twice you get 2 bonus points each time, if you
choose it three times you get 3 bonus points, etc.
Dash
(1 Strength chip)—Using the Dash Knack lets your
cat move very quickly, dodging obstacles and springing
off nearby objects to cover more ground than running
normally allows.
By spending 1 Strength chip, you may move up to
twice as far as you normally would in one turn. Some
obstacles prevent the use of Dash (examples include
thick mud, objects that must be Climbed, and other
items that cannot be easily leaped or avoided). If these
kinds of obstacles are present, the Narrator should tell
you so before you spend the Strength chip.
Dodge
(1 Spirit chip)—The Dodge Knack is an improvement
on the Jump Skill. It represents a cat being able to Leap
more quickly and surely out of harm’s way.
You may use the Dodge Knack any time your cat makes
a Jump Check simply by spending the 1 Spirit chip cost.
Doing so adds 1 bonus point to the Jump Check.
You may choose the Dodge Knack up to a maximum of
three times. Each time you choose this Knack, the bonus
you receive for using it goes up by +1. So if you choose
Dodge twice you get 2 bonus points each time, and 3
bonus points if you choose it three times. You may not
choose Dodge more than three times.
Feint
(1 Intelligence chip)—Using the Feint Knack, your cat
can use misdirection and quick movement to improve
the accuracy of his or her Swat attacks.
By spending 1 Intelligence chip, you may add 1 bonus
point to a Swat attack, making it more likely to hit but
not adding any additional damage.
You may choose the Feint Knack up to three times.
For each time that you choose it, increase the bonus this
Knack grants by +1. So if you choose Feint twice, you get
2 bonus points every time you use it, if you choose it a
third time the bonus becomes +3. You may not choose
Feint more than three times.
Herb Lore
(1 Intelligence chip)—Having the Herb Lore Knack
means that your cat has a great deal of knowledge about
healing herbs and other natural remedies. You know how
to treat various injuries and illnesses, even if you
can’t diagnose them.
By spending 1 Intelligence chip, you may add
1 bonus point to a single Intelligence or Ponder
Check involving knowledge or use of herbs and
other healing substances.
You may choose Herb Lore more than once. For
each additional time you choose this Knack, the bonus
you receive for using it goes up by +1. So if you choose
Herb Lore twice you get 2 bonus points each time, if
you choose it three times you get 3 bonus points, etc.
Hide
(1 Spirit chip)—The Hide Knack represents a cat
being particularly clever at finding spots in which he or
she is difficult to see.
By spending 1 Spirit chip, you may add 2 bonus
points to a Sneak Check if your cat is sitting still in a
single spot and not moving. As soon as the cat moves,
this bonus is lost entirely.
You may use Hide more than once on a single Sneak
Check, provided you pay for each use separately.
Interpret Dreams
(2 Spirit chips)—The Interpret Dreams Knack
indicates that a cat has the ability to find accurate
meaning in dreams or prophecies sent by StarClan.
By spending 2 Spirit chips, your character can find
some measure of sense in messages from StarClan or
in prophecies of old (that is, if the time is right and if
there is any sense to be found in them). These insights
may not make everything crystal clear, but they should
at least give some clues as to what StarClan expects
the cats to do or where further answers can be found.
This Knack may also tell you that a dream is just an
ordinary one or that a prophecy does not have any
immediate application.
You may choose the Interpret Dreams Knack a second
time. If you do, reduce the cost of using it to 1 Spirit chip
rather than 2. You may not choose Interpret Dreams
more than twice.
Launch
(3 Strength chips)—The Launch Knack represents a
combat maneuver that allows a cat to fling an opponent
away, providing a momentary respite.
In order to use the Launch Knack, your cat and the
opponent must already be Wrestling. (It is one of the few
offensive maneuvers that a cat can perform while being
Pinned.) If the combatants are Wrestling, by spending
3 Strength chips your cat may thrust out with the back
paws in an attempt to hurl the opponent away
through the air. If you win the Wrestling Check,
the opponent will land two body lengths away and be
disoriented enough that he or she cannot perform any
kind of attack on his or her next action.
You may use Launch up to four times on a single
Wrestling Check, provided you pay for each use
separately. Each additional use of Launch increases the
distance your opponent flies by one body length. So if
your cat chooses this Knack twice, using it hurls the
opponent three body lengths away. Choosing it three
times allows your cat to hurl an opponent four body
lengths away, and so on. You may not use Launch more
than four times on a single Wrestling Check.
You may choose the Launch Knack a second time. If
you do, reduce the cost of using it to 2 Spirit chips rather
than 3. You may not choose Launch more than twice.
Leap
(1 Strength chip)—The Leap Knack represents a
special kind of Pounce in which the cat tries to cover
more distance without worrying about being able to land
cleanly.
By spending 1 Strength chip, your cat may increase the
distance covered by a Pounce by up to one body length.
However, the price of doing this is an uncontrolled
landing. Depending on the situation, the Narrator may
rule that your cat suffers damage or faces some other
appropriate difficulty.
You may use Leap up to four times on a single
Pounce Check, provided you pay for each use separately.
Since the maximum number of times you may use
Leap on a single Pounce Check is four, the maximum
extra distance you may cover is four extra body lengths.
Medicine Lore
(1 Intelligence chip)—Having the Medicine Lore
Knack means that your cat has a great deal of
knowledge about injuries and illnesses. You can recognize
what is ailing a sick or hurt cat, even if you don’t know
how to treat the problem.
By spending 1 Intelligence chip, you may add 1 bonus
point to a single Intelligence or Ponder Check involving
diagnosing what is wrong with a sick or injured cat.
You may choose Medicine Lore more than once. For
each additional time you choose this knack, the bonus
you receive for using it goes up by +1. So if you choose
Medicine Lore twice you get 2 bonus points each time,
if you choose it three times you get 3 bonus points, etc.
Mighty Swat
(2 Strength chips)— Mighty Swat is a Knack your cat
might use in a fight. It allows you to cause more damage
with your Swat attack.
By spending 2 Strength chips, you may do 1 extra point
of damage with your Swat attack. However, you must
declare that you are using Mighty Swat at the start of
the attack, so the Strength chips must be spent whether
the blow hits or not.
You may use Mighty Swat more than once on a single
Swat, provided you pay for each use separately (and
before the attack is resolved).
You may choose the Mighty Swat Knack a second time.
If you do, reduce the cost of using it to 1 Strength chip
rather than 2. You may not choose Mighty Swat more
than twice.
Orate
(1 Spirit chip)—The Orate Knack represents being a
cat who is a skilled speaker, capable of motivating and
inspiring those who are listening.
By spending 1 Spirit chip, you may add 1 bonus point
to any Spirit, Focus, or Ponder Check made to figure out
what fellow cats are thinking, to make a plan that others
will find appealing, or to make a speech that will inspire
friends and allies to take a particular course of action.
You may choose Orate more than once. For each
additional time you choose this Knack, the bonus you
receive for using it goes up by +1. So if you choose Orate
twice you get 2 bonus points each time, if you choose
it three times you get 3 bonus points, etc.
It is important to note, though, that Orate does not
work on other players’ cats. It is up to you, as a player,
to motivate them. Orate only works on cats who are
controlled by the Narrator.
Pathfinder
(1 Intelligence chip)—The Pathfinder Knack represents
being a cat with a keen sense of direction. It allows
you to be aware of where you are in relation to other
known sites—how far from your Clan’s camp you are,
what direction a certain hollow tree is, etc.
By spending 1 Intelligence chip, you can get an
accurate feeling for one of the following: the distance
to a known place, the direction to a known place, what
places that you know are near your current location.
You may choose the Pathfinder Knack a second time.
If you do, you can get two of the listed pieces
of information each time you use Pathfinder. You
may not choose Pathfinder more than twice.
Pin
(3 Strength chips)—Pin is a Knack your cat might
use in a fight, specifically when Wrestling. It allows
one cat to immobilize his or her opponent.
In order to use Pin, your cat
and the opponent must already
be Wrestling. By spending 3
Strength chips, you can use
the weight of your cat’s body to
force the opponent to the ground,
where he or she cannot move. The Pin
lasts until the opponent wins a Wrestling
Check or the cat who started the Pin
gets up or is forced off the opponent.
While Pinned, the only physical actions a cat may take
are: start a Wrestling Check to try to escape, use the
Launch Knack to try to escape, Swat at the Pinning cat,
Bite the Pinning cat (but remember that Biting other
cats is strictly forbidden by the warrior code).
You may choose the Pin Knack a second time. If you
do, reduce the cost of using it to 2 Strength chips rather
than 3. You may not choose Pin more than twice.
Pummel
(3 Strength chips)—Pummel is a Knack your cat
might use in a fight. It allows you to make a Swat attack
that relies on brute force to hit rather than strategic
placement of the blow.
By spending 3 Strength chips, you can make the
equivalent of a Swat attack based on a Strength Check
rather than an Intelligence Check. It is the equivalent
of your cat attempting to overpower his or her opponent
rather than land accurate blows. Damage is determined
normal ly.
You may choose the Pummel Knack a second
time. If you do, reduce the cost of using it to 2 Strength
chips rather than 3. You may not choose Pummel more
than twice.
Spring
(3 Strength chips)—The Spring Knack
represents a special kind of Pounce in
which the cat tries to stretch his or her paws
as high as possible, often to bat at an object.
By spending 3 Strength chip, your cat may
Spring at an object that normally would be too high
to reach. The maximum height that a cat can
Spring is twice the height that he or she can
normally Pounce.
You may choose the Spring Knack up to three
times. The second time you choose it, reduce the cost
of using Spring to 2 Strength chips rather than 3. The
third time you choose it, reduce the cost to 1 Strength
chip. You may not choose Spring more than three times.
Stalk
(1 Spirit chip)—The Stalk Knack represents a cat
being particularly clever at remaining undetected while
he or she is moving.
By spending 1 Spirit chip, you may add 2 bonus points
to a Sneak Check if your cat is trying to approach a
target unawares. While the cat can pause momentarily
to avoid detection, if he or she comes to a complete
and extended halt, this bonus is lost even if movement
begins again.
You may use Stalk more than once on a single Sneak
Check, provided you pay for each use separately.
Track
(1 Intelligence chip)—Track is a Knack that cats use
to trace the movements of an animal or another cat. It
can be of great use when hunting prey or trying to find
what path another cat took when traveling nearby.
By spending 1 Intelligence chip, you may use Track
to add 1 bonus point to a single attempt to follow the
movements of a living creature by using one of the
following Skill Checks: Listen, See, or Smell.
You may use Track more than once on a single Check,
provided you pay for each use separately.
You may choose the Track Knack a second time. If
you do, you gain 2 bonus points whenever you use Track
instead of just 1. You may not choose Track more than
twice.
Twoleg Lore
(1 Intelligence chip)—Having the Twoleg Lore Knack
means that your cat has a great deal of knowledge about
the behavior of Twolegs and the dangers posed by them
and their monsters.
By spending 1 Intelligence chip, you may add 1 bonus
point to a single Intelligence or Ponder Check involving
Twolegs, their nests, and their monsters.
You may choose Twoleg Lore more than once. For each
additional time you choose this Knack, the bonus you
receive for using it goes up by +1. So if you choose Twoleg
Lore twice you get 2 bonus points each time, if you
choose it three times you get 3 bonus points, etc.
Yowl
(1 Intelligence chip)—The Yowl Knack represents a
cat using growls and other vocal warnings to inform
others nearby that he or she is particularly upset.
By spending 1 Intelligence chip, you may add 1 bonus
point to an Arch or a Hiss Check.
Alternatively, your cat can use Yowl to yell out to any
other cat within hearing range. This Yowl can carry
one very basic message such as “Danger,” “Help me,”
“Enemies are here,” or something similar.
You may choose the Yowl Knack up to three times.
Each time you choose it, the bonus it grants increases
by +1 and the distance from which a message can be
heard increases. The maximum bonus is 3 points, and
the maximum distance a Yowl can be heard is as far as a
cat can travel in an hour.