TOTE:Improvement: Difference between revisions
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<table class="wikitable" width=720px> | <table class="wikitable" width=720px> | ||
<tr><th width=170px>XP Cost</th | <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 | <tr><th>New Spec. Bonus</th><td align=center>+1</td><td align=center>+2</td><td align=center>+3</td></tr> | ||
</table> | </table> | ||
Revision as of 01:31, 30 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 | 3 | 6 | 9 |
|---|---|---|---|
| New Spec. Bonus | +1 | +2 | +3 |
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.