Origins

"And I heard as it were the noise of thunder one of four marshals saying, `There is no hope, only rules.`"
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Origins are the game's equivalent to "races", and serve as the foundation point for character creation. Origins determine costuming requirements, Trait accessibility, and a general framework with which to create a backstory. For general rules regarding Traits, please see Traits. For a list of all the Traits in the game, please see List of Traits

Overview

When you choose an Origin, you accept certain boons and detriments that come with choosing that Origin. These are called Traits. Each specific Origin can have Traits they gain automatically. Traits have a multitude of effects and can range anywhere from simple Attribute Score changes to completely overhauling your costuming requirements, to gaining specific character bonuses or detriments in the form of physical abilities and disabilities or personality quirks. Traits can also have certain prerequisites, such as specific Origins, Attribute Scores, or more. Further, your Origin can be as basic or as in-depth as you desire, falling within one of two "intricacies" of Origin: Simple or Ultimate:

  • Simple Origins are, as the name implies, a simple or easier version of any given Origin. Costuming requirements are more lax and there is no character history requirement. Of course, though, this means that Simple Origins are not quite as mechanically advantageous as Ultimate Origins. It is important to note, however, that even if someone starts the game as a Simple Origin, he or she can unlock and become an Ultimate Origin in game.
  • Ultimate Origins are the epitome of an Origin. They come complete with full, in-depth costuming and require a character history. Unlike Simple Origins, once a player chooses for his or her character to become an Ultimate Origin, whether at game start when creating the character or in-game, there is no going back. Failing to maintain proper costuming requirements will result in rules violations.

Regardless of whether or not you choose a Simple or Ultimate Origin, if you write and submit an exceptional Character History and that Character History is approved by plot, you may choose a free Trait Boon to gain for your character, so long as it is appropriate and works on a plot level with your Character History. This is above and beyond any Origin-specific rules. The Plot Team has full discretion as to whether or not a back story merits a free Trait Boon. If you are interested in this, please work with the plot team of a game in order to determine how you can write an exceptional and approved Character History.

Because of this versatility with Simple and Ultimate versions for all of our Origins, this allows for a range of options available to every player at a game. Please see each specific Origin for any given game for specifics of that Origin, including what costuming requirements and Traits are available to both the Simple Origin as well as the Ultimate Origin versions.

Human

Despite the rise of so many other subspecies, visitors from other worlds, and even artificial androids, Humans still remain the most abundant and, arguably, resilient race that has come to dominate the world. They can be found on every continent, and walking every walk of life to be had.

  • Simple
    • Players who choose the Human Origin are not required to costume any specific features.
    • The character receives no Traits automatically, but may choose up to 6 Trait Detriments to gain an equal number of Trait Boons at character creation.
  • Ultimate
    • There is no Ultimate Form of the Human Origin. However due to their nature, all Humans possess the innate quality that allows them to easily change into many other Origins during game play. These methods must be researched and performed in game to take effect.

Drifters

Drifters are beings that have traveled through the mysterious and powerful Drift to ultimately end up on Earth. Perhaps you were from a completely different world in another dimension, perhaps you are from a different time in an alternate reality. The Drifter is an interdimensional exile not just in a world that was never theirs, but in a universe that they now have to find a way to make their new home.

CLARIFICATIONS: While the Drift transcends space-time and multiverses, for the purposes of character creation, players may not choose to play “parallel universe versions” of other existing PCs or previous characters that they had played in the past which have been permed or retired. This is to preserve storyline continuity and prevent an “infinite loop” of people meta trolling each other and / or playing the same character or iterations of the same character over and over again. Drifters can be unique characters you have already created and play or wish to create and play from other LARP worlds (that we are partnered with and have approval from), books, movies, etc. (within reason and so long as doing such does not violate intellectual property law – you MUST receive approval from Plot prior to coming in as a Drifter from a dimension based on those places).

  • Simple AND Ultimate
    • Drifters choose any Origin that currently exists and mimics the costume of that Origin. For Simple versions, the costuming is Simple. For Ultimate versions, the costuming is Ultimate. Please see the chosen Intricacy Origin rules for details.
    • Regardless of what costuming the Drifter chooses, the player is expected to work thoroughly with the Plot Team to create an appropriate Drifter World and culture where the character originally came from. Some “Known Drift Worlds” are listed for players who wish to choose a predefined dimension for their Drifter; in these cases, special costuming requirements may apply based on the chosen Drifter World. If you create your own with the Plot team, it may be added to the public plot wiki as well as the rules wiki at the Plot team’s discretion so others may also play from that Drift World.
      • If you are not sure what to choose, we recommend “Xeno” as the base Drifter of choice, simply because, mechanically, this allows for custom costuming and Traits based on the plot and lore of your Drift World. Regardless of choice for mechanical purpose, your character, plot wise, is considered a “Drifter” and is based off of the culture and place that you design alongside the plot team.
    • The character gains the trait Child of the Drift. Child of the Drift gives the character all of the rules outlined under the chosen Origin's section. “Known Drift Worlds” will include special Origins and / or what equivalent Origins that predefined Drifters can choose to count as for the purposes of this Trait.

For a list of Known Drift Worlds and their respective Drifters that a character can start as, please see List of Known Drift Worlds.

Fabricants

Designed before conception and engineered every step of the way, Fabricants, are nothing short of engineered biological perfection, crafted in ways to exceed all normal human capabilities. There are four types of Fabricant: Prodigy Fabricants, Splicer Fabricants, and Briar Fabricants, and Transfabricants. Each of them bring something unique and powerful to the proverbial table.


Prodigy

A genetically modified human at birth, the Prodigy are an elite class of people that are generally considered superior to their human counterparts and mutants. Like mutants, they sometimes have a unique look about them, but are usually very beautiful and aesthetically pleasing to the eye. The Prodigy are by far the most common and commercially successful type of GMO found today.

  • Simple
    • Players who choose the Prodigy Origin must choose a single physical feature of themselves, and portray this selection in a strange, and unnatural color or manner. Common methods of doing this include wearing brightly colored and styled wigs, contact lenses, or applying makeup to noticeable areas of your skin such as around the eyes, cheeks, forehead, nose, or otherwise 25% of your face or body. When using makeup, the player is required to portray hues and tints only rather than solid bright colors as to not be confused with other Origins. Ultimately, Prodigy are meant to look very pristine and beautiful or handsome.
    • The character gains +1 Attribute of choice, the Evolution Trait, and may choose up to 1 Trait Flaw to benefit from up to 1 Trait Boon chosen at character creation.
      • *Note* The Evolution Trait automatically scales in power based on Simple vs. Ultimate. Please see the Evolution Trait for more information.
  • Ultimate
    • Players who choose this Origin are required to costume as described with Simple, but to enhance it. Ideas include use of contact lenses, intentional patterns and noticeable shading in skin color, fading color from areas up the neck and around the face, aesthetic textures such as faux rhinestones and gems spirit gummed to areas, and entirely unnatural hair color, always styled in some sort of a creative way.
    • The character gains +1 Attribute of choice, the Evolution Trait, and may choose up to 2 Trait Flaws to benefit from up to 2 Trait Boons chosen at character creation.
      • *Note* The Evolution Trait automatically scales in power based on Simple vs. Ultimate. Please see the Evolution Trait for more information.

Splicer

Splicers are GMO's resulting from the splicing of humans with animal DNA. Originally formulated alongside their Briar cousins, Splicers were military experiments that were created in hopes of having better super soldiers that could be grown en mass. However due to the rather limited results of the product and the inevitable drawback of the time investment needed to properly grow the troops, the project was eventually abandoned as new booster and subject procedures were perfected.

It is important to note that Splicers are mostly human with various amounts of animal bled through, not simply bipedal versions of the animals themselves. Creatures such as that are what "Chimera" really are and, in almost all cases, lack the necessary spark of humanity and morality to function and survive in the civilized world.

  • Simple
    • Players who choose the Splicer Origin must select any single animal which they were spliced with, this animal can be chosen from any animal found naturally in the world today. The player is required to select a single physical feature of themselves and portray this feature as their animal's instead. This is normally the Ears and / or Eyes of the animal, however it is not unlikely to see Splicers with strange teeth, horns or even small areas of skin replaced with scales, feathers, or fur.
    • The character receives the Survival Instinct Trait automatically and may choose up to 3 Trait Detriments to benefit from up to 3 Trait Boons chosen at character creation.
  • Ultimate
    • Players who choose the Splicer Origin must select any single animal which they were spliced with, this animal can be chosen from any animal found naturally in the world today. The player is required to select multiple physical features of themselves and portray this feature as their animal's instead, covering at least approximately 1/3 of his or her exposed body. This is normally the Ears and / or Eyes of the animal, along with strange teeth, horns and even areas of skin replaced with scales, feathers, or fur.
    • The character receives the Survival Instinct and Inner Beast Traits automatically and may choose up to 3 Trait Detriments to benefit from up to 3 Trait Boons chosen at character creation.

Briar

Perhaps some of the strangest people to behold are Briars. Created by splicing human DNA with plant-life results in an organism that truly comes to the border of what is human and what is alien, both in appearance and mind. Originally formulated alongside their Splicer cousins, Briars were military experiments created to be a better super soldier that could adapt to surviving harsh environments and thriving like weeds. However, due to a tragically high mortality rate during the conception process, alongside with the unfavorable time commitment needed to grow their soldiers, the project was abandoned.

  • Simple
    • Players who choose the Briar Origin must select a single physical feature of themselves, and portray this choice as plant-like in appearance. Common choices to do this include: vines, leaves or flowers which sprout from or replace your hair; your veins becoming more pronounced and green in color; or noticeable areas of your skin taking on a leafy or barkish appearance.
    • The character gains a +1 Stamina Score. In addition, the character receives the Photosynthesis Trait automatically and may choose up to 3 Trait Detriments to benefit from up to 3 Trait Boons chosen at character creation.
  • Ultimate
    • Players who choose the Ultimate Briar Origin must extensively costume themselves to appear plant like in appearance. This usually includes all the costuming suggestions under the Simple Origin; however the player is permitted to replace or include additional costuming features that complete the image.
    • The character gains a +1 Stamina Score. In addition, the character receives the Photosynthesis and Chlorolife Traits automatically and may choose up to 3 Trait Detriments to benefit from up to 3 Trait Boons chosen at character creation.

Transfabricant

Transfabricants are the result of those that underwent any number of experiments and processes which had left the person fundamentally change. Perhaps the results of years of perfecting serums for genetic modification, or extensive cybernetics upgrades, or perhaps nothing more than a swift accident involving lethal doses of gamma radiation and ripped purple pants. The Transfabricant is simply more.

  • Simple
    • Players who choose the Transfabricant Origin are not required to costume any feature specifically.
    • The Transfabricant receives no Traits automatically, but may choose up to 2 Trait Detriments in order to benefit from up to 2 Trait Boons chosen at character creation.
  • Ultimate
    • Players who choose the Ultimate Transfabricant Origin are required to costume in a manner that is relevant to the Traits he or she gains below. Examples of this would include costuming cybernetic grafts or mimicking the Origin which has the trait you have copied, but with a twist. If the character chooses a Trait that is not clearly represented by any Origin, such as one that has "Any" as a prerequisite, the player is not required to costume any feature specifically; however, the Transfabricant must then choose to create his or her own custom, recognizable costuming that represents how the subject was experimented upon.
      • A character may choose to accept a flaw in order to only costume his or her requirements during certain specified situations, both of which must be chosen or approved by plot. Examples of this could include "Under the Light of the full moon"; "Whenever I am affected by a Fear Effect"; or "Whenever I see the color Red." Players who opt for this option must always be prepared to costume his or her requirements regardless of the actual probability of encountering his or her specific scenario.
    • The Transfabricant gains a single Trait of choice for free. In addition, the Transfabricant may ignore any prerequisite for Traits Detriments and Trait Boons that he or she gains at character creation, being able to choose up to an additional 2 Trait Detriments in order to benefit from up to an additional 2 Trait Boons at character creation.

Synths

Originally created as a simplistic proof-of-concept for artificial intelligence in functional humanoid bodies, Synths have become ubiquitous in modern cyber culture, and there is a model to serve any and every need of their organic creators.

Synths are unique in that they do not follow the standard Simple-Ultimate model of intricacies for Origins. For this Origin, G1 Synths serve as a universal "Simple" version, with all remaining variations serving as "Ultimate" forms, for a total of seven distinct Synth "models".

Unlike other Origins, unless otherwise specified in a specific Synth model, characters who play Synths may not start with any Trait Boons or Trait Flaws, even with a back story. There are two exceptions, however. The G5 Non-Standard Model is exceptional in that it is an "upgraded version" of any of the G1-G4 models, with the ability to customize the model to the player's desires (at the approval of the Rules and Plot teams for mechanical and immersion appropriateness, based on character history and / or in-game plot and traits) and the G6 Synth Model which are designed to be human-like. The G6 may take a specified number of Flaws and Boons as dictated under its rules as well as take a "free" Trait Boon from submitting a character history. The G5 must have an approved back story in order to benefit from getting their specified number of Trait Flaws and Trait Boons. All other models may earn Flaws and Boons in-game through appropriate role play and / or use of appropriate in-game abilities that grant Flaws and / or Boons.


G1 Model Synth

  • Players are required to segment exposed skin into symmetrical patterns of their choosing using black outline and small dots in the corners to represent plate screws. No other costuming is required.
  • The character gains +1 Intelligence but suffers -1 Stamina. In addition, the character gains the Gift of Oracle Trait automatically.

MG1 Model Synth: Deathbane

  • Players who choose to play the Deathbane Synth Origin are required to costume all exposed skin to be metallic or artificial in nature and to be large, bulky and heavily armored. This is usually done by wearing larger pieces of sports equipment, such as football shoulders, over more formfitting equip such as Motorcycle armor. In addition, many Deathbanes are war-painted by their human and metahuman counterparts in the units they served under, which give these hulking machines of war a frightening visage of some type, ranging in a variety of styles and colors from skulls to demonic brows to nightmarish faces.
  • The character gains +1 Strength and +2 Stamina but suffers -1 Wisdom and -1 Influence. In addition, the character gains the Warborn, Toughness, and Gift of Oracle Traits automatically.
    • The attribute bonuses and traits gained for this Synth Model Origin overwrite and replace those that would have been gained as a G1 Synth.

MG2 Model Synth: Quicksilver

  • Players who choose to play the Quicksilver Synth Origin are required to costume all exposed skin to be metallic or artificial in nature with a sleek appearance. This is usually done by wearing a metallic morph suit and / or thin sports equipment such as lacrosse/field hockey or motorcycle armor. In addition, many Quicksilvers were created and painted to be naturally camouflaged to their deployed environment and, as such, players may costume as this instead of metallic. However, all Quicksilvers have smooth, non-human faces represented by a completely smooth mirror-like mask or another completely smooth mask with sleek, symmetrical, parallel or perpendicular scale triangle markings on the face.
  • The character gains +2 Dexterity and +1 Wisdom, but suffers -1 Stamina and -1 Influence. In addition, the character gains the Faceless, Deadeye, and Gift of Oracle Traits automatically.
    • The attribute bonuses and traits gained for this Synth Model Origin overwrite and replace those that would have been gained as a G1 Synth.

G3 Model Synth: Servitor

  • Players who choose to play the Servitor Synth Origin are required to costume all of his or her exposed skin as metallic or artificial in appearance and must portray the arms and / or legs to be larger and bulkier, as if containing hydraulics. In addition, all Servitors were created to be vibrant, loud, or otherwise easily able to grab the attention of others; this is usually done by marking your entire body with vibrant "Yellow / Black" or "Orange / Black" safety lines or wearing bright and flashing lights or reflectors.
  • The character gains +2 Strength and +1 Stamina, but suffers -1 Dexterity and -1 Influence. In addition, the character gains the Dozer, Improved Hydraulics, and Gift of Oracle Traits automatically.
    • The attribute bonuses and traits gained for this Synth Model Origin overwrite and replace those that would have been gained as a G1 Synth.

G4 Model Synth: Instructor

  • Players who choose to play the Instructor Synth Origin are required to costume all exposed skin as metallic or artificial in nature. In addition, all Instructor Drones have an extended or otherwise enlarged cranium or special body section, either of which must contain computer components and / or lights to represent the advanced processing power.
  • The character gains +2 Intelligence and +1 Influence, but suffers -1 Strength and -1 Stamina. In addition, the character gains the Q-Server, Eidetic Memory, Educated, and Gift of Oracle Traits automatically.
    • The attribute bonuses and traits gained for this Synth Model Origin overwrite and replace those that would have been gained as a G1 Synth.

G5 Non-Standard Model Synth

  • G5 Synths choose any other Synth (except for G6) that currently exists and mimics the costuming of that Synth Model. Additionally, the character must have a standout "extra" costuming component to indicate they are costuming above and beyond the normal models.
    • *Note* Please speak with the plot team regarding your costuming ideas for approval.
  • The character gains all bonuses, minuses, and Traits specified under the Synth model the character chose to mimic the costuming of. Additionally, the character gains the Aftermarket Upgrade Trait automatically. Lastly, with an approved character history only, the character may choose to take up to 2 Trait Flaws to gain up to 2 Trait Boons.

G6 Model Synth

  • Players who choose to play the G6 Synth Origin are required to costume a Bar Code or QR Code of some type on their face on the left cheek.
  • The character gains +2 Influence and +1 Wisdom, but suffers -1 Stamina. In addition, the character starts with the Cyborg Flaw and must choose "Artificial" as the option. Lastly, you may choose up to an additional 2 Trait Flaws to gain up to 2 Trait Boons.
    • Character Histories for this model can grant a free Trait Boon in addition, as normal.
    • The attribute bonuses and traits gained for this Synth Model Origin overwrite and replace those that would have been gained as a G1 Synth.

Xeno

Xenos are extraterrestrial beings that have come to Earth to act as diplomats, merchants, assistants, or spies for other worlds.

For those who want to play a Xeno, the player is expected to work thoroughly with the Plot Team to create an appropriate Xeno World and culture where the character originally came from. Some “Known Xeno Worlds” are listed for players who wish to choose a predefined planet or star system for their Xeno; in these cases, special costuming requirements may apply based on the chosen Xeno World. If you create your own with the Plot team, it may be added to the public Plot Wiki as well as the Rules Wiki at the Plot team’s discretion so others may also play from that Xeno World. For a list of Known Xeno Worlds and their inhabitants, please see List of Known Xeno Worlds.

  • Simple
    • Players who choose the Xeno Origin are required to select a single physical feature of themselves and portray this feature as non-human in appearance. Common features chosen to do so include, but are not limited to the following: Non-human ears; nose ridges; an abnormal brow ridge or forehead; horns; or a noticeable area of skin being textured or colored abnormally, such as scales or a prismatic blue hue on the face.
    • The character gains a +1 Attribute Score of choice. This selection must reflect the culture of your alien's culture. In addition, the character may choose up to 3 Trait Detriments in order to benefit from up to 3 Trait Boons chosen at character creation.
  • Ultimate
    • Players who choose the Ultimate Xeno Origin is required to costume their entire body as alien. In order to determine the exact look of the race, the player is expected to work thoroughly with the Plot Team to create the race or use an already-established race.
    • The character gains +2 Attribute of Choice. This selection must reflect the culture of your alien's culture.
      • In addition the character gains the Ambassador of the Stars Trait automatically and may choose up to 3 Trait Detriments in order to benefit from up to 3 Trait Boons chosen at character creation.