Superhuman Origin
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.
Origin | Advantage | Flaw |
Accident | Regains one additional Verve, whenever he or she regains Verve points. | Vice Break, when all boxes on any HL, WP, NV, or Verve track full, character can only act after Vice. |
Alpha | Gains three additional Calling merit dots. | Powers cannot be higher than Rank 2 after modification by Extras and Weaknesses, except Mega-Attribute, -Skill, or -Specialty. |
Cosmic | Gains one additional dot in the Flight Power. | -1 penalty on degeneration rolls. |
Mutant | Gains one additional extra to one of his or her powers, that may exceed normal limits. | Social stigma incurs -1 penalty on social rolls involving non-mutants. |
Mystic | May spend five specified boxes from any combination of pools as rite, to emulate temporary Extra for specified Power. | Relies on external mystic power source (Magic, or Mystic Artifact, -Pantheon, -Power, etc.). |
Tech | Gains three additional dots in property merits (Power Armor, Power Item, Resources, or Vehicle). | All Rank 2 or higher Powers get automatic Weakness Object Focus. |
(special)Clone | Gains same advantage and power set as original, may exchange two merit points for one dot of power. | Social Stigma incurs -2 penalty on social rolls involving non-clones. Genetic Instability lets Clone decay or rage rapidly (four times as fast). |