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Origins

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We invite you to create origins for the setting in which you plan to play. Origins offer a specific bonus called an advantage, and sometimes limitations. All origins are not available in all settings.

Here are a few generic examples to get you started!

Human

Advantage: +3 EP.

Elf

Advantage: Night vision (Elves can normally see in the dark)

Dwarf

Advantage: Tough (damage taken by Dwarves is reduced by 1 to a minimum of 1)

Orc

Advantage: Powerful (melee damage dealt by Orcs is increased by +1).

Gnome

Advantage: Curious (Gnomes benefit from a re-roll on MENTAL tests when they seek information).

Halfling

Advantage: Easy living (Halflings recover 1 extra EP with each meal, to a maximum of 4 EP per day, all inclusive)

Alien

Advantage: Prodigious (Aliens use 2 magic dice instead of 1); Augmentation (the costs of improving proficiency ranks are reduced for Aliens, as shown later in these rules).

Robot

Advantage: Expert (+ 1 rank for the proficiency corresponding to their occupation); Augmentation (the costs of improving proficiency ranks are reduced for robots, as shown later in these rules).

Limitations: robots cannot use Marvels or echoes, or any magic.