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==Totems== <table class="wikitable" width=720px> <tr><th width=170px>XP Cost</th><td align=center width=110px>5</td><td align=center width=110px>7</td><td align=center width=110px>9</td><td align=center width=110px>11</td></tr> <tr><th>New Totem Value</th><td align=center>2</td><td align=center>3</td><td align=center>4</td><td align=center>5</td></tr> </table> ==Skills== <table class="wikitable" width=720px> <tr><th width=170px>XP Cost</th><td align=center width=110px>1</td><td align=center width=110px>3</td><td align=center width=110px>5</td><td align=center width=110px>7</td><td align=center width=110px>9</td></tr> <tr><th>New Skill Rank</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> </table> ==Specializations== <table class="wikitable" width=720px> <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></tr> </table> ==Defense Quality Improvements== Each costs 3 XP and a slot of the armor. <table class="wikitable" width=720px> <tr><th width=160px>Armor Quality</th><th>Effect</th></tr> <tr><td align=center>Lightweight</td><td>Reduce the Encumbrance of the armor by one point, to a minimum of 1.</td></tr> <tr><td align=center>Reinforced</td><td>Add +1 to the Rating of the armor.</td></tr> <tr><td align=center>Talisman</td><td>Once 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.</td></tr> </table> ==Weapon Quality Improvements== Each costs 3 XP and a slot of the weapon. <table class="wikitable" width=720px> <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>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> </table> ==Generic Special Abilities== Each costs 5 XP. <table class="wikitable" width=720px> <tr><th width=160px>Special Ability</th><th>Effect</th></tr> <tr><td align=center>Endurance</td><td>Increase your maximum Encumbrance 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>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. Spend a point of Focus to reroll a failed test of that skill.</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> <tr><td align=center>Toughness*</td><td>Change the lowest value number slot on your Injury Track to 'N' for No Effect.</td></tr> </table> * These special abilities can be taken more than once.
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