Superhuman Origin

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Revision as of 00:07, 22 May 2014 by 98.219.211.75 (talk) (Arcane)
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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.

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.

Examples: Kryptonians, Asguardians, The Flash, Spider Man, The Fantastic Four

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.

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.

Examples: Batman, Green Arrow, Flash Gordon, Iron Man

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.

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.

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.

Examples: Dr. Strange, Raven

Mechanics: The character reduces the cost of all powers marked Mystic by one point, and increases the cost of other powers by 1.

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).

Examples: Captain Marvel, Venom (and the other symbiote hosts)

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.

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.

Example: Red Tornedo, Vision, Cyborg

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.

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