Origins

 

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Archetype Descriptions:

Blaster
Controller
Defender
Scrapper
Tanker


Origins have no real effect on your hero. The Origin is more about where your hero CAME FROM than where he is GOING, and how his power develops is something that will be shaped by his adventures. And really, a character's Origin does not effect his powers. The ability to throw a fire ball could be due to a thermal accident, a genetic mutation, magic spells, a suit of powered armor, or even a simple flamethrower. It's your Archetype that determines what powers you have, your Origin only describes where those powers come from.

The only apparent exception is Natural, which even the description says is not "super" at all. I believe this is a bad description, it leads to arguments about which Powers are "super" Powers, and which are not. It may help to think of Natural as simply the catch-all origin for all those who don't fit into any OTHER archetype. Of course, there ARE heroes who don't actually have any "powers", and they might pick powers like Assault Rifle or Martial Arts. Such a hero would be Natural, but not all Natural heroes are that kind of hero.

Personally, I like to use the term "skill-based" to refer to heroes that have abilities based on skills and not powers, and I will use that term in this guide. But if you wish to limit your heroes to skill-based Power Sets, that is all right, too.

Science:

Official Description: "You received your powers either through purposeful scientific inquiry, or through some accident gone awry. You have since learned to harness your newfound abilities, becoming a powerful force in the world."

Inspirations: Respite (Healing)
Single Origin Enhancement: Accident
Dual Origin Enhancement: Invention, Genetic Manipulation
Starting Villains: Skulls, Vahzilok

Mutation:

Official Description: "You were born with abilities which set you apart from humankind. Your powers manifested at birth, puberty, or possibly adulthood. Mutants are often viewed with awe and fear by those that don't understand them."

Inspirations: Second Wind (Endurance)
Single Origin Enhancement: Secondary Mutation
Dual Origin Enhancement: Focusing Device, Genetic Manipulation
Starting Villains: The Lost

Magic:

Official Description: "You recieve your powers from a magical source. These abilities might derive from a mystical artifact bestowed upon you, the mastery of numerous magical spells, or pacts made with powerful dimensional entities."

Inspirations: Luck (Defense)
Single Origin Enhancement: Dimensional Entity
Dual Origin Enhancement: Relic, Focusing Device
Starting Villains: Hellions, Circle Of Thorns

Technology:

Official Description: "You derive your powers from technological devices, from suits of armor to powerful energy weapons. Few have been able to duplicate the amazing technology which lies behind your gadgets. You need not be a brilliant inventor; you may have acquired these items from another source."

Inspirations: Rage (Damage)
Single Origin Enhancement: Cybernetic
Dual Origin Enhancement: Invention, Gadget
Starting Villains: Clockworks

Natural:

Official Description: "You aren't "super" at all; your amazing talents derive from intense training and innate abilities. You might have been driven to physical excellence by some all-encompassing desire for perfection or revenge, or perhaps you are not human at all, and possess powers natural to your race."

Inspirations: Insight (Accuracy)
Single Origin Enhancement: Technique
Dual Origin Enhancement: Gadget, Relic
Starting Villains: Skulls, Council


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