Rules

You can get a pdf of the latest rules in use at Origin LRP games here. If you have any queries regarding the rules you can get in touch via our facebook page, discord or by emailing originlrp@gmail.com

Apprentice Skills: Taskmaster

Taskmasters specialise in feats of physical prowess. They are the front line of warriors or quick and capable scouts that can serve as defenders or aggressors. Apprentice Taskmasters are often squires, guards or hunt guides. Expert Taskmasters are often the foodwinners and resource gatherers for their groups. Taskmasters are often instinctually at one with the environment, thriving under the pressure of a fight or taking up only the most daring of physical challenges. All Apprentice and Expert Taskmaster abilities are assumed to be Skills.

(Skill-based only)

Ambidexterity – Allows the dual-wielding of any single-handed weapons up to 101cm or 4ft in length. Can be combined with the “wand” Hierophant Apprentice skill (see “wand”).

Projectile Weapons – Allows the use of bows or crossbows, and all coreless throwing weapons up to 42 inches or 101cm. (Physreps must abide by  the Origin Weapon Policy, which can be found here)

Heavy Armour (See Stacked Abilities)

Shield – Use of defensive accessories up to 6ft by 4ft or 183cm x 120cm. A shield strapped to the body still protects the wearer if it is hit instead of the player. A worn shield cannot be shaped around the body like armour, and a character is only allowed one shield each. (Physreps must abide by  the Origin Weapon Policy, which can be found here)

Weapon Master – Use of all weapon types up to 7 ½ ft. or 229cm in length. (Physreps must abide by the Origin Weapon Policy, which can be found here)