Generation

When a metahuman or oddity is born, their power level is determined by their generation - a measure of how many generations they are removed from the original metahuman or oddity who first gained powers. The founders of metahuman and oddity powers are considered to be the First Generation, and subsequent generations are numbered accordingly.

In general, metahumans and oddities of lower generations are accorded more respect than those of higher generations, as they are believed to be more powerful and closer to the original source of the powers.

Generation is the crudest measure of metahuman and oddity power or potential. In game mechanics, all metahuman and oddity characters have a Generation Trait, which is ranked between 0 and 5 for standard characters. Each rank represents a step below the default generation, which is usually the 13th generation. Thus, standard characters range from 13th to 8th generation.

Lower generation metahumans and oddities possess several benefits, including increased power levels and the ability to access more advanced abilities. Higher generation metahumans and oddities may have weakened powers and fewer abilities, depending on the specific rules of the setting.

Generally, the only way a metahuman or oddity changes generation is through rare and dangerous methods that involve tapping into the original source of the powers. These methods are closely guarded secrets and often carry significant risks.

## Generations

### **First Generation**

The original metahumans and oddities who gained their powers are considered to be the First Generation. They are often the most powerful and respected members of their communities, and their powers may be significantly different from those of later generations.

### **Second Generation**

Little is known about the mythical Second Generation, said to be the direct offspring of the First Generation. They are believed to have been even more powerful than their predecessors, but little is known about them or their fate.

### Third Generation

The Third Generation is where myth and legend begin to meet reality. In some settings, only a limited number of metahumans and oddities belong to the Third Generation, and each is the progenitor of a specific power or ability. They are often referred to as "Titans" or "Elders" and are considered to be nearly godlike in their power.

### Fourth and Fifth Generations

Known as "Masters" or "Methuselahs," the metahumans and oddities of the fourth and fifth generations are almost as powerful as their progenitors. They may have unique abilities or powers, but are often weaker than the Third Generation. Their age is often their greatest asset, as they have had more time to master their abilities and gain experience.

### **Sixth and Seventh Generations**

The metahumans and oddities of the sixth and seventh generations are still elders of their communities, but are generally less powerful than those of the fourth and fifth generations. They often hold positions of power and influence in their communities, but may rely more on political or social power than raw strength.

### **Eighth and Ninth Generations**

These metahumans and oddities strike a balance between age and power, and are often the most visible members of their communities. They may have unique powers or abilities, but are generally younger and less experienced than those of lower generations. They often rely on the creation of new generations through their offspring to maintain and increase their influence.

### **Tenth and Eleventh Generations**

The youngest and most numerous members of their communities, the metahumans and oddities of the tenth and eleventh generations are often still learning to master their powers. They may possess unique abilities, but are generally less powerful.

### **Twelfth and Thirteenth Generations**

Moving down the line, we have the Fledglings and Neonates, who are still quite powerful by human standards but lack the full range of abilities possessed by their Elders and Ancients. Despite this, they are capable of defeating mortal warriors and exerting significant control over human society.

### **Fourteenth and Fifteenth Generations**

The subsequent generations, known as the Thin-blooded, are the weakest of all. The powers of these generations are heavily diminished, and they suffer from numerous physical and mental weaknesses.

Despite the long-standing belief that each subsequent generation is naturally weaker than the last, some sources suggest that this is the result of a curse. The curse was intended to ensure that the childer of these powerful beings would be less likely to rebel and challenge their elders' rule. As a result, the powers of each new generation have become increasingly diluted, and the number of weaker creatures, continues to grow.