Editing Superhuman Origin
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==Granted== | ==Granted== | ||
− | The character's powers come from | + | 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> |
− | + | <P> | |
Examples: Captain Marvel, Venom (and the other symbiote hosts)<br> | Examples: Captain Marvel, Venom (and the other symbiote hosts)<br> | ||
− | + | <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 | + | 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> |
− | + | <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> |