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[Inventing Points]

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[Background Skills]

[Ice Powers]

[Armor & Force Fields]

 

Non-standard training targets are encouraged in the Ravensgate campaign.  Yes, it’s great to take traits to mathematical break points and optimize Hit Points, but there are other uses for training.  The possibilities include, but are not limited to:

  • Acquire more Inventing Points than normal (x3).  Maybe your character is a MacGyver who burns through IPs faster than Donald Trump changes wives.  Maybe he or she is very, very lucky.  Maybe he or she thinks outside the box with regard to power stunts or combat maneuvers.
  • Acquire more Skill Points than normal:  x3 or x(INT/10), whichever is higher (round up).  Your character places an importance upon Background Skills (q.v.), so why not be rewarded for excellent role-play?
  • Acquire a new power stunt or combat maneuver.  This will still cost you an Inventing Point, but you won’t need to risk failure with an Inventing Roll.  However, the GM gets full control over the exact result.  Negotiate wisely.
  • Train in Heightened Attack, if this is one of your character’s powers/skills.  Per level of training, the bonus is +20% effectiveness.
  • Train in Perceptiveness.  Per level of training, the bonus is +5% each to Detect Danger and Detect Hidden.
  • Train in Weakness Detection, if this is one of your character’s powers/skills.  The first level of training will grant the ability to divide the (INT/3) modifier between Accuracy and Damage.  The second will grant the ability to divide the modifier between Accuracy, Damage and Evasion.

For characters who achieve 17th and 25th Levels, there will be a Longevity Bonus(Thanks to Doug Taylor and Jake Rainwater.)  The GM will pick a table of 10-12 powers and/or skills that fit the character’s concept, as designed and played.  The player then rolls to determine which new power the character acquires.  After all, there has to be some reward for toughing out 16th Level.