Editing Superhuman Origin

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==Granted==
 
==Granted==
The character's powers come from someone. The thing in question might be technological or mystical, physical or not, but it can think, has it's own agenda, and can be removed. The source of the power may be with the character at all times (the Venom Symbiote, Blue Beatle's Scarab) or a distant agent the character sees only some of the time (Shazam). <br>
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The character's powers come from something. The thing in question might be technological or mystical, physical or not. The character either found the object, or was granted it. <br>
 
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<P>
 
Examples: Captain Marvel, Venom (and the other symbiote hosts)<br>
 
Examples: Captain Marvel, Venom (and the other symbiote hosts)<br>
 
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<P>
Mechanics: Any starting powers for the character require the Contingent Activation Weakness, and those powers as well as any power using the same or an analogous Contingent Activation reduce their cost by 1 exp per dot. Any power without such a Weakness increases it's cost by one. Characters often have the Passenger Flaw and/or the Mentor Merit, but are not required to have either.<br>
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Mechanics: Any starting powers for the character require the Contingent Activation Weakness, and those powers as well as any power using the same or an analogous Contingent Activation reduce their cost by 1 exp per dot. Any power without such a Weakness increases it's cost by one. <br>
 
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<P>
 
==Machine==
 
==Machine==
 
Sentient mechanical constructs and living programs would fall into this category (Sentience is a requirement for being a PC, but knowing it isn't necessarily). Cyborgs are also viable. So long as the character's abilities are predominantly mechanical and not easily separated from the character (ie, they are not worn as equipment) then they belong in this category.<br>
 
Sentient mechanical constructs and living programs would fall into this category (Sentience is a requirement for being a PC, but knowing it isn't necessarily). Cyborgs are also viable. So long as the character's abilities are predominantly mechanical and not easily separated from the character (ie, they are not worn as equipment) then they belong in this category.<br>

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