Difference between revisions of "TOTE:Improvement"

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(Generic Special Abilities)
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<tr><td align=center>Determination</td><td>Increase your maximum Resolve by 3.</td></tr>
 
<tr><td align=center>Determination</td><td>Increase your maximum Resolve by 3.</td></tr>
 
<tr><td align=center>Summerfolk</td><td>The first time in a Scene when you would take damage from a heat source, you ignore it. Further damage is treated normally.</td></tr>
 
<tr><td align=center>Summerfolk</td><td>The first time in a Scene when you would take damage from a heat source, you ignore it. Further damage is treated normally.</td></tr>
<tr><td align=center>Winterfolk</td><td>The first time in a Scene when you would take damage from a heat source, you ignore it. Further damage is treated normally.</td></tr>
+
<tr><td align=center>Winterfolk</td><td>The first time in a Scene when you would take damage from a cold source, you ignore it. Further damage is treated normally.</td></tr>
 +
<tr><td align=center>Sturdyfolk</td><td>The first time in a Scene when you would take damage from a poison source, you ignore it. Further damage is treated normally.</td></tr>
 
<tr><td align=center>Concentration</td><td>At the beginning of a Scene, nominate a Skill. One time in that scene, you may reroll a failed test of that skill.</td></tr>
 
<tr><td align=center>Concentration</td><td>At the beginning of a Scene, nominate a Skill. One time in that scene, you may reroll a failed test of that skill.</td></tr>
<tr><td align=center>Precise Shot</td><td>dd</td></tr>
+
<tr><td align=center>Precise Shot</td><td>Any Effect tests you make with ranged weapons receive a +2 bonus.</td></tr>
 +
<tr><td align=center>Incredible Strength</td><td>Any Effect tests you make with melee weapons receive a +2 bonus.</td></tr>
 
</table>
 
</table>

Revision as of 06:50, 10 October 2015

Totems

XP Cost57911
New Totem Value2345

Skills

XP Cost13579
New Skill Rank12345

Specializations

XP Cost12345
New Spec. Bonus+1+2+3+4+5

Defense Quality Improvements

Each costs 3 XP and a slot of the armor.

Armor QualityEffect
LightweightReduce the Encumbrance of the armor by one point, to a minimum of 1.
ReinforcedAdd +1 to the Rating of the armor.
TalismanOnce per scene, you may invoke a Totem in order to add its rating to your armor's rating for a single round. You may invoke the talisman at any point in the round and the bonus affects all rolls made against the armor's rating.

Weapon Quality Improvements

Each costs 3 XP and a slot of the weapon.

Weapon QualityEffect
LightweightReduce the Encumbrance of the weapon by one point, to a minimum of 1.
Deadly SharpnessAdd +1 to the total whenever this weapon does Bonus damage .
TalismanOnce per scene, you may invoke any Totem in order to add its rating to your weapon's Effect Test.

Generic Special Abilities

Each costs 5 XP.

Special AbilityEffect
DeterminationIncrease your maximum Resolve by 3.
SummerfolkThe first time in a Scene when you would take damage from a heat source, you ignore it. Further damage is treated normally.
WinterfolkThe first time in a Scene when you would take damage from a cold source, you ignore it. Further damage is treated normally.
SturdyfolkThe first time in a Scene when you would take damage from a poison source, you ignore it. Further damage is treated normally.
ConcentrationAt the beginning of a Scene, nominate a Skill. One time in that scene, you may reroll a failed test of that skill.
Precise ShotAny Effect tests you make with ranged weapons receive a +2 bonus.
Incredible StrengthAny Effect tests you make with melee weapons receive a +2 bonus.