Origins and Archetypes

Origins

Heroic Origins explains how a character came into his powers. A Hero can only have one Origin, even if his Powers come from different sources (technology, inborn or magic).

Metahuman
A Metahuman used to be completely normal, but suffered an experimentation, an accident or somesuch that made him…. more. They may have fewer powers at first, but they make the most of them fast. Spider-Man, the Fantastic Four and Hulk are perfect such examples.
Advantages: +5 Inner Energy
Drawbacks: Max 2 starting Powers (not including Mega-Attributes and Capabilities)

Mutant
Mutants are born with a unique X-factor gene common to all of them, a gene that either activates upon birth or later in life; often during puberty. Being possibly a few emerging evolution of humanity, they are naturally more resilient than normal people, but are also feared and hated by a lot of mainstream humans for what they may represent. Evidently, the X-Men are mutants.
Advantages: +1 STA; one Power of your choosing gets +1 Power Rank at character creation, or you gain an additional Rank 2 Power at level 1.
Drawbacks: Suffers a -2 Social penalty on public tests when his Origin is known. Also, the X-Factor gene can be technologically targeted for identified and even suppression.

Alien
Not necessarily an off-world Alien, this is a reference to non-human characters that do not share the same traits as them, without being artificial lifeforms. Superman, Aquaman and Black Bolt are this type of Hero.
Advantages: Power Level +1; 1x Invulnerability
Drawbacks: The Alien character must take a Fundamental Flaw, applicable to himself and his race. Also, he cannot buy the Ressources, Allies or Contacts Merits at more than 1 dot upon creation.

Futurist
Having access to a vastly superior technology, the Futurist uses this advantage for justice. The Hero isn’t from the future per se, but uses more powerful means for himself. This technology provides him with vast power and abilities conventional technology can’t match. It may be an armor, or other devices he uses, and he has an advanced vision and idea for the world he lives in. Iron Man, Cyborg and Cable (moreso than Mutant) are Futurists
Advantages: Gains 1 dot of Armor; Inner Energy +5.
Drawbacks: The character can lose his Powers if his technology is taken away or amputated; if an armored Hero, he requires the armor to use them.

Tech
Tech Heroes are those ordinary persons that require equipment to get the job done. Unlike Futurists, their Powers are just clever use of common equipment, and isn’t grafted or part of them. Not having posthuman abilities themselves, their equipment is the only thing that can get them out of a scrape. However, they have advantages other Heroes don’t get, for they don’t suffer from overreliance on post-human abilities. Batman, Punisher and Green Lantern are Tech Heroes.
Advantages: +1 Int; +3 Specialties; Merit: Ressources 3; Merit: Living Arsenal 2; Superhuman Template Power Points +5.
Drawbacks: All Powers selected must be linked to equipment. Cannot have Power Level beyond 3.

Synthetic
Any extraordinary intelligent being created artificially is a Synthetic Héro. This includes, but is not limited, to robots, androids, homonculi, genetically enhanced clones and magical golems. Machine Man and Vision are such heroes.
Advantages: Automatically gets Immortality Rank 1.
Drawbacks: Must be repaired by a third party to resurrect.

Mythic
You are the incarnation of a god, demi-god, a godchild or other such creature come from legend and mythology. This gives you an enormous notoriety, but your presence in the world of mortals can be, at best, a troubling experience. Thor, Hercules and Wonder Woman are Mythic heroes. Please note that being a Mythic hero does not provide you with Immortality unless you also purchase that Power.
Advantages: +2 Attribute points of your choosing (can be combined); Fame 2
Drawbacks: The character cannot benefit from a secret identity unless he acquires the Alter Ego Form power; he may also have obligations to his pantheon or admirers.

Archetypes

Archetypes represent the raison d’être of a character. Besides providing your characters with certain starting benefits, it also determines which action allows the Hero to reassess his nature and regain his spent Willpower.

Academic

Without having a doctorate, this Hero prefers to use reason and logic to achieve results. He has a tendency to use rational processes to come to terms instead of direct conflict, even if he is completely able to do so. Mr. Fantastic, Dr. Hank Pym and Beast are this Archetype.
Attributes: +1 Intelligence, +1 Wits
Willpower recovery: Regains all spent or lost Willpower when one’s plans or inventions score a decisive blow in favor of his side in a critical conflict.

Antihero

Antiheroes don’t generally adhere to other Heroes’ code of conduct. They are at ease doing whatever it is they feel like doing, for as long as the end justifies the means. Antiheroes will break the law if need be, but always with a eye towards conflict resolution, not creation. Catwoman, John Constantine and Wolverine are excellent examples.
Attributes: +1 Dextérité, +1 Manipulation
Willpower recovery: Whenever an Antihero’s Arch-enemy is put away for a long time. Of course, while Antiheroes may be tempted to permanently take out their Archenemies, they also know this has a detrimental effect on themselves and their partners (see Fundamental Flaw – Heroic Lifestyle). This is a difficult balance to strike for them.

Reluctant Hero

This Hero was probably at ease not being one, but something’s happened along the way. Mutancy, a family disaster or forced enrollment into something he wasn’t prepared for is common. In general, this Archetype doesn’t like direct confrontation, but his conscience will always get the better of him. Jubilee, Hulk and Ghost Rider are fair examples.
Attributes: +1 Wits, +1 Composure
Willpower recovery: Whenever this character’s Powers represent a significant difference between victory or loss for himself or his Squad.

Idealist

Larger this life, this Hero is. He knows his duty is to lead by example, as a symbol, to rally and comfort his fellows and the people they protect. Captain America, Superman and Cyclops are the best representations of this Archetype.
Attributes: +1 Strength, +1 Presence
Willpower recovery: Whenever the Idealist wins the general public’s support during a conflict and not just at the end, he regains all of his Willpower. He also gets one point whenever he successfully leads a Squad to safety with no casualties.

Protector

This is a real action hero, one that has precise and clear ambitions and goals. This is the Hero that acts first and decisively to protect the public good and individuals. Physical Heroes like Wonder Woman, Thing and Hercules are Protectors.
Attributes: +1 Stamina, +1 Resolve
Willpower recovery: If the Protector willfully sacrifices himself or something of his to protect his companions or innocents. The sacrifice need not be his life, obviously.

Vigilante

A Vigilante is anyone who takes the law into his own hands according to a personal code of conduct. Unlike the Antihero, the Vigilante will bend the law without breaking it to achieve success. Also, the Vigilante is generally more of a lone wolf operative, and are frequently territorial. Vigilantes include Batman, Rorschach and Spider-Man.
Attributes: +1 Dextérité, +1 Resolve
Willpower recovery: Regains Willpower whenever he enables the rightful authorities to successfully apprehend a criminal instead of administrating the punishment himself. This might mean leaving the vilain to the Feds instead of locking him up.

Reformed Vilain

This Hero knows about crime and power, but he chose to change his ways early before it was too late. He seeks to derive satisfaction from his new ways and inspire others to do the same. Hawkeye, Quicksilver and Emma Frost are Reformed Vilains.
Attributes: +1 Intelligence, +1 Manipulation
Willpower recovery: When a Reformed Vilain privately defeats another Vilain, he regains all spent Willpower.

Origins and Archetypes

Un Monde Assiégé ChrisMajor ChrisMajor