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== Equipment == In Disney Villains Victorious, Equipment, as a necessity of the system, is an abstraction. Equipment refers to any item that provides a skill bonus when used. A starting character gets 5 free Equipment Points (EP) to spend on purchasing Equipment at character creation. Weapons to fight with, books to learn with, and masks to lie with are all considered in Equipment. A single piece of Equipment can provide bonuses to several different skills, but the EP price will be as high as an item that provides a large bonus to a single skill. If you want to attack using the Melee or Ranged skills, you first need a weapon. Unless you put Equipment points into the attacking type of a weapon, your weapon cannot attack that way. An example would be a +1 Melee Knife that cannot be used as a throwing weapon unless it has at least +1 in Ranged. When you are at Zero tier, anything that provides +3 bonus should have an appropriate drawback. Once you reach On-A-Roll, you may purchase +3 equipment freely. There are many different kinds of Equipment that your character can start with that don’t follow the trends set so far. You or your DM can always come up with items that have more complex effects than above. Some examples are given below: * Medkit: Basic medical supplies. They can be refluffed as food or healing potions. Either way, you can spend an action to expend this item and regain one Strike. You can use a medkit once per session. Costs 1 EP. * Atlantean Crystal Necklace: Along with granting eternal youth to whoever wears this necklace, the crystal can be used to power atlantean technology and (in a pinch) be expended to overcharge an atlantean device. Costs 1 EP, but you better have a good reason to have one without being an Atlantean yourself. * Genie Ring: A minor genie is bound to this ring. He/she can do minor errands for your character, but nothing that requires a roll. Other powers (such as teleportation or being aware of modern pop culture) depend on the genie. Costs 3 EP. It is also possible to tie a Power of some kind to a piece of Equipment for a slight cost discount. However, remember that Equipment can be stolen. You could, for instance, take an Enchanted Saddle that grants you the same bonus as the Ride ‘Em! trait, or a Magic wand that lets you shoot fireballs as a Power would. Equipment Abilities are equivalent to a 3 EP item. Equipment Abilities do not stack with normal Powers and Traits, though they can stack with normal Equipment Bonuses. If you are unsure of whether an Item’s ability should count as a power or a trait, refer to other DVV documents, examples of traits and powers, and discuss with your DM. If a piece of equipment is stolen, any Power it might provide is lost until the end of the Scene. There’s also basic commodities, like pencils and paper for scholars or the clothes off of the characters’ backs. You shouldn’t bother charging for these, or even list them unless a player wants to spend points on them. Your GM has the final say on what your character can and cannot have at character creation. Further details on Items and how they work can be found [https://docs.google.com/document/d/1olG8s9YJTGRoSwhJ01oVsakq2Cqsp64eB59DVHuK0q4/edit?usp=sharing here].
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