Editing Superhuman Origin
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Everyone comes from somewhere, and superhumans are no exception. Below are a set of optional Origin categories. The Origin splat has been left optional due to the simple fact that players may come up with an origin for there character that doesn't fit any of the listed Origins logically or mechanically. | Everyone comes from somewhere, and superhumans are no exception. Below are a set of optional Origin categories. The Origin splat has been left optional due to the simple fact that players may come up with an origin for there character that doesn't fit any of the listed Origins logically or mechanically. | ||
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==Phenotype== | ==Phenotype== | ||
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==Arcane== | ==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> | 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> | ||
− | + | <P> | |
− | Examples: Dr. Strange | + | Examples: Dr. Fate, Dr. Strange <br> |
− | + | <P> | |
Mechanics: The character reduces the cost of all powers marked Mystic by one point, and increases the cost of other powers by 1. <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> | ||
− | + | <P> | |
==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> | ||
− | + | <P> | |
Example: Red Tornedo, Vision, Cyborg<br> | Example: Red Tornedo, Vision, Cyborg<br> | ||
− | + | <P> | |
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> | 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> | ||
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