Future (4e Sourcebook)/Origins
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These are Origins for use with Future (4e Sourcebook). Each player character has two origins, a primary and a secondary.
Origins can represent races, professions, archetypes, mutations or just themed power sets. There is no restriction on which origins can be combined.
Power Source is either Bio, Fusion or Psi. The abilities for Bio and Psi origins are based largely on the character's own inner strength. Characters with the Fusion source are assumed to have some signature piece of technology that drives their abilities; for example, the Field Medic has a medical probe; the Baby a robot suit. The character can either never be parted from her signature gear, or can always scavenge items from the environment to act as a proxy.
Depending on your campaign, you may get to pick two origins; pick your primary and roll for your secondary; or roll randomly for both origins.
Name | Power Source | Ability | Skill | Description |
---|---|---|---|---|
4e Future Origin Preload | ||||
Android | Fusion | Strength | Athletics | Androids and gynoids are the robotic servants of mankind, shaped in their image. |
Baby | Fusion | Intelligence | Science | A genius baby in a robot body. |
Beastoid | Bio | Strength | Nature | An alien race that has beast-like qualities. |
Berzerker | Bio | Strength | Athletics | A brawny warrior who can dual-wield weapons in a bezerk rage. |
Captain | Bio | Charisma | Interaction | A leader of soldiers. |
Clone | Bio | Constitution | Insight | You were developed in a vat, from the DNA of the strongest and smartest specimens. |
Commando | Bio | Intelligence | Athletics | Soldiers trained for high-risk operations. |
Field Mechanic | Fusion | Intelligence | Mechanics | Fix and modify electrical and mechanical equipment. |
Field Medic | Fusion | Wisdom | Science | Stiches up wounds; can help allies with debilitating status conditions. |
Force | Psi | Intelligence | Science | An intelligent character who has mastered the use of Techniques. |
Gunslinger | Bio | Wisdom | Mechanics | A specialist in firearms. |
Hyperneural | Psi | Dexterity | Perception | A psychic with an accelerated nervous system. |
Infiltrator | Bio | Dexterity | Acrobatics | You are an expert in clandestine operations. |
Insectoid | Bio | Dexterity | Perception | Insect-like aliens with neurotoxin defenses and an inscrutable mind. |
Mummy | Bio | Constitution | Science | A race of mummy-like aliens with control over genetic material. |
Newman | Psi | Wisdom | Insight | An engineered race of spiritually superior humans. |
Ninja | Psi | Dexterity | Stealth | You are trained in infiltration, sabotage, espionage and assassination. |
Operator | Fusion | Dexterity | Mechanics | A soldier or "handler" who works in conjunction with a robotic drone. |
Politician | Bio | Charisma | Conspiracy | A senator, councillor, legislator, commissar or some other dignitary who wields influence over public policy. |
Robot | Fusion | Constitution | Athletics | Heavy machinery, utilitarian and resilient. |
Sapper | Fusion | Constitution | Mechanics | If you need something built or blown up, call a sapper. |
Siren | Psi | Charisma | Athletics | Only six sirens can exist at any given time. Each has a unique "phase" power. |
Telekinetic | Psi | Intelligence | Acrobatics | A telekinetic, or "teek", can turn psi energy into motive force. |
Telepath | Psi | Charisma | Interaction | A psi that reads and influences the minds of others. |
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