Curses Page

BUILDING A CHARACTER

THE CURSES PAGE

To continue building your character you will want to go to the Tab titled Curses. Once on the Curses tab you can continue building your character. Here you will find info for combining Curse Components to create Curses, or Curse Lists. Some Curses may be composed of several Components, but most will be composed of just one, or have other Components as Alternate Effects which is called an Array. A Curse List is typically a list of simple Curses linked in some way, such as those gained from a cursed item, or those gained from Ranks in Corruption.

CURSE INFO

This section will go over combining Components available to create the Curse, Array, or Curse List.

Power Name: The first green box labeled Power Name is where you will enter the Name you choose for the Curse, Array, or Curse List. Clan Curses are entered as the Clan’s Name followed by Qualities.

Component 1-10: The green box labeled Component 1-10 is where you will choose the Curse Components for the Curse from a drop down list of Curse Components built on the previous page.

Component Type: The green box in the column labeled Component Type is where you will choose the Component Type from a drop down list for the Component. See the different Component Types below.

  • Normal: A normal type is the default for most Components. The 1st Power Component in an Array is always a Normal Type
  • Alternate: An alternate type is used for Components chosen as part of an Alternate Effect Extra.
  • Dynamic: A dynamic is used for Components chosen as part of a Dynamic Alternate Effect Extra.
  • Linked: A linked type is used for Components chosen as part of a Linked Effect Extra.
  • None: A none type is used for Components chosen with no point cost.

Cost: The white box in the column labeled Cost is where you will find the actual power point cost of a Component after the Component Type is applied.

Ranks: The white box in the column labeled Ranks is where you will find the Rank of this Component.

Power Effect: The white box in the column labeled Power Effect is where you will find the type of Power Effect used for this Component.

Description: The white box in the column labeled Description is where you will find the combined Descriptor information you entered on the previous page for the Component.

POWER DETAILS

This section will go over the Clan and Power Source Descriptors and details for the Curse, Array, or Curse List.

Clan Source: The green box labeled Clan Source is where you will put the Source descriptor of any Racial or Cultural Curses from the Qualities of your Clan. This Clan Source is determined by the Clan’s plane of origin or evolution.

  • Immortal: Undying Creatures native to the Immortal Realms.
  • Supernal: Undying Creatures native to the Supernal Opposition.
  • Celestial: Undying Creatures native to the Celestial Harmony.
  • Elemental: Undying Creatures native to the Elemental Tempest.
  • Mortal: Creatures native to the Mortal Realms.
  • Fate: Creatures native to the Mirror World.
  • Psionic: Creatures native to the Astral Plane.
  • Dream: Creatures native to the Dream World.
  • Inspiration: Creatures native to the Other World.
  • Primal: Creatures native to the Ethereal Plane.
  • Shadow: Creatures native to the Under World.
  • Order: Creatures native to the Nether World.
  • Alchemy: Creatures native to the Primordial Plane.
  • Chaos: Creatures native to the Else World.
  • Beast: Creatures such as animals, bugs, or similiar.
  • Abomination: Creatures that are unnatural, disturbing, or similiar.
  • Plant: Creatures that are plants or similiar.
  • Construct: Creatures that are created or similiar.
  • Spirit: Creatures that are spirits, souls, or similiar.
  • Horror: Creatures that are corrupted, soulless, or similiar.

Clan: The green box labeled Clan is where you will put the specific Clan of any Racial or Cultural Curses.

Clan Orgin: The green box labeled Clan Origin is where you will put the Origin of your Clan Curses, either Racial or Cultural.

  • Racial: Curses gained because of a Clans physiology.
  • Cultural: Curses learned as a part of the Clans culture.

Power Source: The green box labeled Power Source is where you will put the Power Source descriptor for the Curse, Array, or Curse List. All Powers in an Array or Curse List should come from the same Power Source and all Curses must have a Power Source.

  • Alchemy: Curses that draw upon the energy of the Fundamental Plane, typically Supernatural.
  • Chance: Curses that draw upon the Luck of the user, can be either Extraordinary or Supernatural.
  • Chaos: Curses that draw upon the energy of the Else World, typically Supernatural.
  • Cosmic: Curses that draw upon the energy of the Celestial Harmony, typically Supernatural.
  • Divine: Curses that draw upon the energy of the Supernal Opposition, typically Supernatural.
  • Dream: Curses that draw upon the energy of the Dream World, typically Supernatural.
  • Elemental: Curses that draw upon the energy of the Elemental Tempest, typically Supernatural.
  • Fate: Curses that draw upon the energy of the Mirror World, typically Supernatural.
  • Honor: Curses that draw upon the Honor of the user, can be either Extraordinary or Supernatural.
  • Inspiration: Curses that draw upon the energy of the Other World, typically Supernatural.
  • Invention: Curses that draw upon the Inventiveness of the user, typically Extraordinary.
  • Martial: Curses that draw upon the Skill of the user, typically Extraordinary.
  • Order: Curses that draw upon the energy of the Nether World, typically Supernatural.
  • Primal: Curses that draw upon the energy of the Ethereal Plane, typically Supernatural.
  • Psionic: Curses that draw upon the energy of the Astral Plane, typically Supernatural.
  • Shadow: Curses that draw upon the energy of the Under World, typically Supernatural.

Power Orgin: The green box labeled Power Origin is where you will select the Origin for your Curse, Array, or Curses List. All Curses in an Array or Curse List should come from the same Origin.

  • Mutation: Curses gained through genetics or a biological change.
  • Trained: Curses gained through study or training.
  • Granted: Curses gained from an outside force.
  • Gear: Curses gained from an object.

Miscellaneous: The green box labeled Miscellaneous is where you can put in a Power Origin not covered by the Power Origin entry or add any additional descriptors you want for your Curse, Array, or Curse List.

Power Type: The white box in the column labeled Power Type is where you will find the Type of your Curse, Array, or Curse List.

  • Qualities: Name for Curses that don’t really have a source, like Curses from a Clan, or possibly some innate Curses.
  • Transmutations:Name for Alchemy Curses, Alchemy Curses draw upon the energy of the Fundamental Plane, typically Supernatural.
  • Gambles: Name for Chance Curses, Chance Curses draw upon the Luck of the user, can be either Extraordinary or Supernatural.
  • Pacts: Name for Chaos Curses, Chaos Curses draw upon the energy of the Else World, typically Supernatural.
  • Boons: Name for Cosmic Curses, Cosmic Curses draw upon the energy of the Celestial Harmony, typically Supernatural.
  • Prayers: Name for Divine Curses, Divine Curses draw upon the energy of the Supernal Opposition, typically Supernatural.
  • Mysteries: Name for Dream Curses, Dream Curses draw upon the energy of the Dream World, typically Supernatural.
  • Invocations: Name for Elemental Curses, Elemental Curses draw upon the energy of the Elemental Tempest, typically Supernatural.
  • Destinies: Name for Fate Curses, Fate Curses draw upon the energy of the Mirror World, typically Supernatural.
  • Deeds: Name for Honor Curses, Honor Curses draw upon the Honor of the user, can be either Extraordinary or Supernatural.
  • Evocations: Name for Inspiration Curses, Inspiration Curses draw upon the energy of the Other World, typically Supernatural.
  • Innovations: Name for Invention Curses, Invention Curses draw upon the Inventiveness of the user, typically Extraordinary.
  • Exploits: Name for Martial Curses, Martial Curses draw upon the Skill of the user, typically Extraordinary.
  • Incantations: Name for Order Curses, Order Curses draw upon the energy of the Nether World, typically Supernatural.
  • Rites: Name for Primal Curses, Primal Curses draw upon the energy of the Ethereal Plane, typically Supernatural.
  • Disciplines: Name for Psionic Curses, Psionic Curses draw upon the energy of the Astral Plane, typically Supernatural.
  • Hexes: Name for Shadow Curses, Shadow Curses draw upon the energy of the Under World, typically Supernatural.

Descriptors: The white box labeled Descriptors in this section is where you will find the combined Source Descriptors for the Curse, Array, or Curses List.

Total Cost: The white box labeled Total Cost is where you will find the total Cost for the Curse, Array, or Curse List. You gain this number of Power Points, much like a Hubris or Negative Ranks in an Edge.

Now let’s move on to the Front Page

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-Share Alike 2.5 License.