TOTE:Improvement

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Revision as of 19:04, 15 October 2015 by Zedturtle (talk | contribs) (Generic Special Abilities)
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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 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

Each costs 5 XP.

Special AbilityEffect
Determination*Increase 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.
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.