BUILDING A CHARACTER
THE EQUIPMENT COMPONENT PAGE
To continue building your character you will want to go to the Tab titled EComps. Once on the Ecomps tab you can continue building your character. Here you will find info for building the components of your Equipment using Effects, Modifiers, and Descriptors just like you would build a Power, for more information and a list of each, click on the links. Ranks of Effects varies based on the Effect, and the cost of a component can be increased or decreased depending on the modifiers used. You can spend a number of Equipment Points on a single piece of Equipment equal to the Character’s Tier x 5, Vehicles and Headquarters are not subject to this limitation. What Effect Types you can use to build your Equipment is unlimited and not determined by the Role chosen by the Character the way Powers are. Some Equipment may be composed of several Components, but most will be composed of just one, or have other Components as Alternate Effects. Several Characters can combine their Equipment points for things like shared Vehicles or Headquarters.
Available Effect Types: Equipment can be built with any Effect Types, not just those available to the Character. You cannot use Equipment points to build Gear since Equipment is considered to already have the easily removable Modifier. Equipment should be thought of as easily replaced tools, while Gear is for important heirlooms, artifacts, or relics. Use equipment for things like a masterwork sword you might be able to replace at any market, while a piece of Gear might be your family’s legendary sword passed down over the generations.
COMPONENT INFO
This section will go over the Effects available to choose for the Component.
Component Name: The first green box labeled Component Name is where you will enter the Name you choose for the Component. The second green box by Component Name is where you will enter whether the Component is Extraordinary (Ex, nonmagical) or Supernatural (Su, magical) or Technological (Te, magic like effects created through advanced technology)
Power Effect: The green box labeled Power Effect is where you will choose the Effect for the Component.
Base Effect Cost: The white box labeled Base Effect Cost is where you will find the Base Cost for the Effect.
Basic Description: The white box labeled Basic Description is where you will find the Basic Description for the Effect.
Relevant Extras: The white box labeled Relevant Extras is where you will find Extras specifically for the Effect.
Relevant Flaws: The white box labeled Relevant Flaws is where you will find Flaws specifically for the Effect.
Relevant Flats: The white box labeled Relevant Flats is where you will find Flat Modifiers specifically for the Effect.
Type: The white box labeled Type is where you will find the Type for the Effect.
Action: The white box labeled Action is where you will find the base Action used for the Effect.
Range: The white box labeled Range is where you will find the base Range for that Effect.
Duration: The white box labeled Duration is where you will find the base Duration for the Effect.
Resistance: The white box labeled Resistance is where you will find the base Resistance used to resist the Effect.
COMPONENT COST CALCULATOR
This section will go over the Equipment Point costs for the Component. Equipment Points are gained by taking Ranks in the Equipment. You gain 5 Equipment points for every Rank in the Equipment Edge.
Base Cost: The green box labeled Base Cost is where you will enter the Base Cost for the Effect.
Extras: The green box labeled Extras is where you will enter the cost per rank for any Extras being applied to the Effect.
Flaws: The green box labeled Flaws is where you will enter the cost per rank for any Flaws being applied to the Effect. There is no need to enter a -.
Flat Modifiers +/-: The first green box labeled Flat Modifiers +/- is where you will enter the flat cost for any Extras being applied to the Effect. The second green box labeled Flat Modifiers +/- is where you will enter the flat cost for any Flaws being applied to the Effect. There is no need to enter a -. You can not take the easily removable flaw for Equipment, as all Equipment is considered easily removable.
Ranks: The green box labeled Ranks is where you will enter the total Ranks for the Effect. The number of ranks you can buy in an Effect is capped at 2 x Tier Rank. Ranks from a Clan Effect are ignored when determining this cap. As long as each individual Multi Effect does not have Ranks that exceed the cap, you can have a total Rank that exceeds the cap. If you have Ranks in the Awakened Edge (or Benefit: Technology) you can exceed this cap by 2 x Ranks in the Awakened Edge (or Benefit: Technology), but these effects must be Supernatural (or Technological). If you have Ranks in the Equipment Edge you can also exceed this cap by 2 x Ranks in the Equipment Edge.
Component Cost: The white box labeled Component Cost is where you will find the total Cost for the Effect.
Racial/Multi Effect: The first green box labeled Racial/Multi Effect is where you will choose if the Effect is a Clan or Multi Effect. The second green box labeled Racial/Multi Effect is where you will enter the Ranks of Clan or Multi Effect. Multi Effects are when an effects ranks represent several different abilities instead of overall power, like Senses and Immunities. These Ranks will be ignored when determining the maximum Ranks of the Effect.
COMPONENT DESCRIPTORS
This section will go over the Descriptors available to choose for the Component.
Accessories: The green box labeled Accessories is where you choose if an effect can be enhanced by certain types of Equipment.
- Weapon: This effect can be enhanced with a weapon, such as a sword.
- Argument: This effect can be enhanced with an argument, such as a cause.
- Implement: This effect can be enhanced with an implement, such as a wand.
- Tool: This effect can be enhanced with a tool, such as an instrument.
- Gear: This effect comes from a piece of gear and cannot be further enhanced.
- Personal: This effect cannot be further enhanced.
Damage Type: The green box labeled Damage Type is where you can choose if an effect has any Damage Type Descriptors.
- Bludgeoning: An effect that deals damage by crushing an opponent.
- Piercing: An effect that deals damage by stabbing an opponent.
- Slashing: An effect that deals damage by cutting an opponent.
- Insulting: An effect that deals damage by slandering an opponent.
- Taunting: An effect that deals damage by mocking an opponent.
- Scathing: An effect that deals damage by criticizing an opponent.
Element: The green box labeled Element is where you can choose if an effect has any Element Descriptors.
- Earth: An effect that uses, creates, or summons earth, or anything made of earth.
- Fire: An effect that uses, creates, or summons fire, or anything made of fire.
- Water: An effect that uses, creates, or summons water, or anything made of water.
- Wind: An effect that uses, creates, or summons wind, or anything made of wind.
Quasi Element: The green box labeled Quasi Element is where you can choose if an effect has any Quasi Element Descriptors.
- Gravity: An effect that uses, creates, or summons gravity, or anything made of gravity.
- Light: An effect that uses, creates, or summons light, or anything made of light.
- Darkness: An effect that uses, creates, or summons darkness, or anything made of darkness.
- Sound: An effect that uses, creates, or summons sound, or anything made of sound.
Pseudo Element: The green box labeled Pseudo Element is where you can choose if an effect has any Pseudo Element Descriptors.
- Force: An effect that uses, creates, or summons force, or anything made of force.
- Space: An effect that uses, creates, or summons space, or anything made of space.
- Time: An effect that uses, creates, or summons time, or anything made of time.
- Thought: An effect that uses, creates, or summons thought, or anything made of thought.
Energy: The green box labeled Energy is where you can choose if an effect has any Energy Descriptors.
- Magnetic: An effect that uses, creates, summons, or deals damage with magnetic energy.
- Heat: An effect that uses, creates, summons, or deals damage with heat energy.
- Cold: An effect that uses, creates, summons, or deals damage with cold energy.
- Electricity: An effect that uses, creates, summons, or deals damage with electricity energy.
Quasi Energy: The green box labeled Quasi Energy is where you can choose if an effect has any Quasi Energy Descriptors.
- Seismic: An effect that uses, creates, summons, or deals damage with seismic energy.
- Radiant: An effect that uses, creates, summons, or deals damage with radiant energy.
- Necrotic: An effect that uses, creates, summons, or deals damage with necrotic energy.
- Sonic: An effect that uses, creates, summons, or deals damage with sonic energy.
Pseudo Energy: The green box labeled Pseudo Energy is where you can choose if an effect has any Pseudo Energy Descriptors.
- Kinetic: An effect that uses, creates, summons, or deals damage with kinetic energy.
- Cosmic: An effect that uses, creates, summons, or deals damage with cosmic energy.
- Temporal: An effect that uses, creates, summons, or deals damage with temporal energy.
- Psychic: An effect that uses, creates, summons, or deals damage with psychic energy.
Agents: The green box labeled Agents is where you can choose if an effect has any Agent Descriptors.
- Acid: An effect that uses, creates, summons, or deals damage with acid.
- Radiation: An effect that uses, creates, summons, or deals damage with radiation.
- Poison: An effect that uses, creates, summons, or deals damage with poison.
- Disease: An effect that uses, creates, summons, or deals damage with disease.
Senses: The green box labeled Senses is where you can choose if an effect has any Sense Descriptors.
- Auditory: Effects that affect a targets or your own sense of hearing.
- Olfactory: Effects that affect a targets or your own sense of smell or taste.
- Tactile: Effects that affect a targets or your own sense of touch.
- Visual: Effects that affect a targets or your own sense of sight.
- Mental: Effects that affect a targets or your own sense of mental awareness.
Misc Medium: The green box labeled Misc Medium is where you can enter in any miscellaneous Medium Descriptors not covered. A Medium can be any substance used, created, or summoned, or anything made of the substance, or if the substance is the means by which a Power is used.
Misc Effect: The green box labeled Misc Effect is where you can enter in any miscellaneous Effect Descriptors not covered. This can be used for certain results or Damage Types not covered or for including another Descriptor from any of the above categories.
Interaction: The green box labeled Interaction is where you can choose the Effects Interaction Descriptor. There are different Interaction Descriptors for Supernatural Effects and Extraordinary Effects.
- Supernatural Effects
- Alteration: An effect that transforms an object, creature, or energy type into another.
- Conjuration: An effect that Creates or transports matter or energy which can be shaped or manipulated.
- Divination: An effect that allows you to learn things or witness events you could not otherwise know.
- Enchantment: An effect that allows you to alter the attitudes or decisions of others.
- Enervating: An effect that harms or inflicts penalties by draining energy from the target.
- Illusion: An effect that confuses the senses of others.
- Invigorating: An effect that heals or grants benefits by infusing the target with energy.
- Manipulation: An effect that can shape or manipulate existing matter or energy.
- Summoning: An effect that transports a creature or creates a contruct to do your bidding.
- Teleportation: An effect that transports a creature or object to a destination of your choosing.
- Extraordinary Effects
- Demoralizing: An effect that inflicts penalties to others by demoralizing them.
- Inspiration: An effect that grants benefits to others by inspiring them.
Modifier Effect: The green box labeled Modifier Effect is where you can select a Modifier Descriptor for an Effect if the Effect has one of the listed Modifiers.
- Penetrating: An effect with the Penetrating flat modifier.
- Impervious: An effect with the Impervious modifier.
- Incorporeal: An effect with the Affects Insubstantial flat modifier.
- Corporeal: An effect with the Affects Corporeal flat modifier.
Affect Type: The green box labeled Affect Type is where you can choose if an Effect has an Alignment or Emotions Descriptor.
- Alignment: An Effect that affects or deals with Good or Evil, or Order or Chaos.
- Emotions: An Effect that affects or deals with emotions.
Affect: The green box labeled Affect is where you can choose the specific Alignment or Emotion the Effect affects or deals with.
Summon Type: The green box labeled Summon Type is where you can choose how a Summon Effect works.
- Call: An effect that compels a realatively nearby creature or object to seek you out and aid you.
- Create: An effect that creates a creature or object out of nothing to aid you.
- Shape: An effect that creates or shapes a creature or object out of nearby materials to aid you.
- Summon: An effect that transports a creature or object from some distant location or realm to aid you.
Creature Source: The green box labeled Creature Source is where you can choose the Source descriptor of any Creatures summoned or affected.
- 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.
Creature Type: The green box labeled Creature Type is where you can choose the specific Tribe or Type of any Creatures summoned or affected.
Creature Clan: The green box labeled Creature Clan is where you can choose the specific Clan of any Creatures summoned or affected.
Description: The green box labeled Description is where you can type in any additional Descriptors not already entered, or type “:” and then a description of the power.
COMPONENT DETAILS
This section will go over the Modifiers and details for the Component.
Description: The white box labeled Description in this section is where you will find the combined Descriptor information you entered in the previous section for the Component.
Chosen Extras: The green box labeled Chosen Extras is where you enter in all the non-flat Extras Modifiers you have chosen for the Component.
Chosen Flaws: The green box labeled Chosen Flaws is where you enter in all the non-flat Flaws Modifiers you have chosen for the Component.
Chosen Flats: The green box labeled Chosen Flats is where you enter in all the flat Extras Modifiers, then flat Flaws Modifiers you have chosen for the Component. You can not take the easily removable flaw for Equipment, as all Equipment is considered easily removable.
Bonus: The green box labeled Bonus is where you enter in any Advantage or Disadvantage gained when using this Effect with a +/- before the number.
To: The green box labeled To is where you enter what rolls you gain Advantage or Disadvantage on when using this Effect.
Action/Range/Duration/Resistance: The green box labeled Action/Range/Duration/Resistance is where you enter (or abbreviate) the action required to use an effect, is the effect a close, ranged, or skirmish effect, how long the effect lasts, and which defense is used to resist the effect separated by "/".