Difference between revisions of "TOTE:Improvement"

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(Generic Special Abilities)
 
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<table class="wikitable" width=720px>
 
<table class="wikitable" width=720px>
<tr><th width=170px>XP Cost</th><td align=center width=110px>1</td><td align=center width=110px>2</td><td align=center width=110px>3</td><td align=center width=110px>4</td><td align=center width=110px>5</td></tr>
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<tr><th width=170px>XP Cost</th><td align=center width=110px>3</td><td align=center width=110px>6</td><td align=center width=110px>9</td></tr>
<tr><th>New Spec. Bonus</th><td align=center>+1</td><td align=center>+2</td><td align=center>+3</td><td align=center>+4</td><td align=center>+5</td></tr>
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<tr><th>New Spec. Bonus</th><td align=center>+1</td><td align=center>+2</td><td align=center>+3</td></tr>
 
</table>
 
</table>
  
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<tr><th width=160px>Weapon Quality</th><th>Effect</th></tr>
 
<tr><th width=160px>Weapon Quality</th><th>Effect</th></tr>
 
<tr><td align=center>Lightweight</td><td>Reduce the Encumbrance of the weapon by one point, to a minimum of 1.</td></tr>
 
<tr><td align=center>Lightweight</td><td>Reduce the Encumbrance of the weapon by one point, to a minimum of 1.</td></tr>
<tr><td align=center>Deadly Sharpness</td><td>Add +1 to the total whenever this weapon does Bonus damage .</td></tr>
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<tr><td align=center>Deadly Sharpness</td><td>Add +1 to the weapon's Damage .</td></tr>
<tr><td align=center>Talisman</td><td>Once per scene, you may invoke any Totem in order to add its rating to your weapon's Effect Test.</td></tr>
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<tr><td align=center>Talisman</td><td>Once per scene, you may invoke any Totem in order to add its rating to your weapon's Effect test.</td></tr>
 
</table>
 
</table>
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==Generic Special Abilities==
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Each costs 5 XP.
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<table class="wikitable" width=720px>
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<tr><th width=160px>Special Ability</th><th>Effect</th></tr>
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<tr><td align=center>Endurance</td><td>Increase your maximum Encumbrance by 3.</td></tr>
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<tr><td align=center>Determination</td><td>Increase your maximum Resolve by 3.</td></tr>
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<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>
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<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>
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<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>
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<tr><td align=center>Concentration</td><td>At the beginning of a Scene, nominate a Skill. Spend a point of Focus to reroll a failed test of that skill.</td></tr>
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<tr><td align=center>Precise Shot</td><td>Any Effect tests you make with ranged weapons receive a +2 bonus.</td></tr>
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<tr><td align=center>Incredible Strength</td><td>Any Effect tests you make with melee weapons receive a +2 bonus.</td></tr>
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<tr><td align=center>Toughness*</td><td>Change the lowest value number slot on your Injury Track to 'N' for No Effect.</td></tr>
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</table>
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* These special abilities can be taken more than once.

Latest revision as of 19:59, 4 November 2015

Totems[edit]

XP Cost57911
New Totem Value2345

Skills[edit]

XP Cost13579
New Skill Rank12345

Specializations[edit]

XP Cost369
New Spec. Bonus+1+2+3

Defense Quality Improvements[edit]

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[edit]

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 weapon's Damage .
TalismanOnce per scene, you may invoke any Totem in order to add its rating to your weapon's Effect test.

Generic Special Abilities[edit]

Each costs 5 XP.

Special AbilityEffect
EnduranceIncrease your maximum Encumbrance by 3.
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. Spend a point of Focus to 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.
Toughness*Change the lowest value number slot on your Injury Track to 'N' for No Effect.
  • These special abilities can be taken more than once.