TOTE:Improvement: Difference between revisions
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<table class="wikitable" width=720px> | <table class="wikitable" width=720px> | ||
<tr><th width=160px>Special Ability</th><th>Effect</th></tr> | <tr><th width=160px>Special Ability</th><th>Effect</th></tr> | ||
<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 cold 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> | ||
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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> | <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>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> | </table> | ||
* These special abilities can be taken more than once. |
Revision as of 02:04, 16 October 2015
Totems
XP Cost | 5 | 7 | 9 | 11 |
---|---|---|---|---|
New Totem Value | 2 | 3 | 4 | 5 |
Skills
XP Cost | 1 | 3 | 5 | 7 | 9 |
---|---|---|---|---|---|
New Skill Rank | 1 | 2 | 3 | 4 | 5 |
Specializations
XP Cost | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|
New Spec. Bonus | +1 | +2 | +3 | +4 | +5 |
Defense Quality Improvements
Each costs 3 XP and a slot of the armor.
Armor Quality | Effect |
---|---|
Lightweight | Reduce the Encumbrance of the armor by one point, to a minimum of 1. |
Reinforced | Add +1 to the Rating of the armor. |
Talisman | 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. |
Weapon Quality Improvements
Each costs 3 XP and a slot of the weapon.
Weapon Quality | Effect |
---|---|
Lightweight | Reduce the Encumbrance of the weapon by one point, to a minimum of 1. |
Deadly Sharpness | Add +1 to the weapon's Damage . |
Talisman | Once 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 Ability | Effect |
---|---|
Determination* | Increase your maximum Resolve by 3. |
Summerfolk | The first time in a Scene when you would take damage from a heat source, you ignore it. Further damage is treated normally. |
Winterfolk | The first time in a Scene when you would take damage from a cold source, you ignore it. Further damage is treated normally. |
Sturdyfolk | The first time in a Scene when you would take damage from a poison source, you ignore it. Further damage is treated normally. |
Concentration | At the beginning of a Scene, nominate a Skill. One time in that scene, you may reroll a failed test of that skill. |
Precise Shot | Any Effect tests you make with ranged weapons receive a +2 bonus. |
Incredible Strength | Any 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.