Editing Superhuman Origin

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 18: Line 18:
  
 
Exceptional humans are mentioned here for completeness alone. This is a catch-all term for any human with the Superhuman Template who doesn't fit into another Origin group. When characters simply use technology, magic, or training to be potent they fall into this group. This includes other *near-human* beings that aren't different enough to warrant any mechanical differences.
 
Exceptional humans are mentioned here for completeness alone. This is a catch-all term for any human with the Superhuman Template who doesn't fit into another Origin group. When characters simply use technology, magic, or training to be potent they fall into this group. This includes other *near-human* beings that aren't different enough to warrant any mechanical differences.
 
==Phenotype==
 
The character gained their powers through their unusual biological lineage or were genetically altered in a way that empowered them. This would include mutants/metahumans, aliens, genetic constructs or generally belonging to a different species. Characters who suffered an unusual event that fundamentally altered their body would also qualify. <br>
 
 
Examples: Kryptonians, Asguardians, The Flash, Spider Man, The Fantastic Four<br>
 
 
Mechanics: The player chooses the up to 5 powers as their Natural Powers. They must start play with at least three dots in their powers. They may not learn powers outside those 5. Each dot of those 5 powers costs one less Exp. Alternatively a player may take up to 7 Natural Powers if they take the Inhibitor Flaw or Persistent Condition. <br>
 
 
==Alpha==
 
The character is not so much More Than Human as they are Peak Human. They possess no true superpowers, but what they are capable of is often pushing the limits of humanity.<br>
 
 
Examples: Batman, Green Arrow, Flash Gordon, Iron Man<br>
 
 
Mechanics: The character halves the exp cost of any Enhancement, Equipment or _______ Style Merit. They reduce the cost of Power Level by one per dot, and may not learn any superpowers. As an exception to the 'no powers' rule, the character may buy powers with the Contingent Activation Weakness, when based on an object, as if they possessed an Extra. <br>
 
 
God Machine Rules Update: Add Professions to the list of Merits that Alphas can learn at half price. Half the cost means that each pair of dots costs an experience. <br>
 
 
==Arcane==
 
The character has gained their powers through a form of secret knowledge, usually sorcery, though knowledge of the supernatural in general might be possible, as would know some sort of secret science. Mystical constructs that possess sentience, such as Golems, would fit here, provided their abilities are predominantly mystical.<br>
 
 
Examples: Dr. Strange, Raven <br>
 
 
Mechanics: The character reduces the cost of all powers marked Mystic by one point, and increases the cost of other powers by 1. <br>
 
 
==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>
 
 
Examples: Captain Marvel, Venom (and the other symbiote hosts)<br>
 
 
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>
 
 
==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>
 
 
Example: Red Tornedo, Vision, Cyborg<br>
 
 
Mechanics: Powers the character starts with are typically part of the character's body. All powers marked Tech reduce their cost by 1, and all others increase their cost by one. <br>
 
  
 
=Fan-Created Origins=
 
=Fan-Created Origins=

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)