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

Race Locked Strengths and Flaws

Race

Race Specific Strengths

Race Specific Flaws

Human

None

None

Wraith

Level 1: Breathless Silence – You are more difficult to detect if you are stealthing as you emit no breathing sounds. You may move 20 paces at a very slow speed whilst using the Stealth skill.

Level 2: Fresh Meat – Once per day, If you consume the fresh meat of an unresisting, living creature you can regain 1 hit point to all locations after 20 seconds. This will reduce the target’s Chest Location as per a “Fatal” call.

Level 3: Slow Bleeder – The character has an additional minute added to their death count.

Level 1: Brittle – You are more susceptible to strikedown attacks, anytime you are struck down AND damaged it affects 2 locations instead of 1. 

Level 2: Scavenger’s Delight – Monsters are particularly sensitive to your scent, unless you take measures to cover your scent you will always give yourself away upon any use of the Analyse Skill, and be highly trackable.

Level 3: Dead Inside – The character is Vulnerable to Life magic. Any Life magic used on a wraith instantly drops the characters Head and Chest locations to 0HP, and they must lie prone and begin their Death Count. 

Orcks

Level 1: Magnetic Personality – Once per day an Orck can use the Magnetise spell.

Level 2: By Sheer Size Alone – Twice per day you can use your size to intimidate a monster and make it think twice about attacking you. This can be achieved via a Repel Call

Level 3: Armorskin – An Orck may have an additional Hit Point at character generation. (Must be taken with the Heavy Metal Weakness).

Level 1: Corrosion – Any use of the Drench skill against Orcks also does an additional +1HP damage to the targeted location

Level 2: All that Glitters – You have super shiny skin, stealth is very difficult for you. You cannot be hidden, nor use the Camouflage skill. Beasts and hunters will be able to track you easily. Flare spells when used within 10ft of the character also do 1HP damage to the Head Location.

Level 3: Heavy Metal – +2 to character Weight. 

Dryad

Level 1: Wood for the Trees – Once per event you can meld with a tree and render yourself invisible to sight, as per the Stealth skill. You must be against a tree or plant and this Stealth lasts for up to 3 minutes.

Level 2: Strong Limbed – The dryad has multiple limbs and can Grapple up to two characters at a time, using their maximum Grapple Value on both targets.

Level 3: Photosynthesis – 1 minute at rest in the sun or a single Flare spell will restore 1 Hit Point to all Locations. The Dryad cannot be in shade, under cover or move during the 60 seconds. This effect includes Dryads who are on their Death Count. If this strength lifts you from your death count, return to play as normal. 

Level 1: Fire Bad – You obviously hate fire, you won’t engage any Fire based creature and the Heat or Burn spells will also reduce a single Arm or Leg location to 0 HP (player’s choice). 

Level 2: Don’t be so Hasty – You must move at a slower pace than other creatures. The Dryad takes an additional 10 seconds to recover from Strikedown or Disarm effects.

Level 3: Slow Regrowth – A Dryad will take an additional 10 seconds per Hit Point to Recover when being healed by the Heal Wounds Spell.

Sylph

Level 1: Hive Mind – Once per day, the Sylph may send a one word message telepathically to any other Sylph. You must know the receiving Sylph’s name. They do not know who is sending the message nor where it is coming from. 

Level 2: Featherweight – Lowers a character’s weight class by -1 to a minimum of 1. 

Level 3: Carapace – The Sylph cannot be harmed if hit on their back, but their front Chest Location can be damaged as normal. This must be Physrepped by a hard shell or armour that looks as though it is part of the Sylph’s body. The carapace cannot be larger than 50cm x 80cm, and cannot wrap around to the front of your body or over your head. This Skill counts as Armour and Carapace does not stop Bolt damage. Carapace must also be mended via the Mend skill.

Level 1: The Liiiiight – At night you are drawn towards light of any kind, and will actively seek out luminous objects. You are still in control of your actions, but any glowing monster or fire nearby will always catch your attention over almost everything else, bar saving your own life. Light and Fire spells and spell balls hold the same attraction for you. 

Level 2: Plughole – The water magic spells, “Purify” and “Waterstrike” render the character unable to breathe, as if affected by the Breathless spell for a minute. 

Level 3: Soft Underside – Sylphs breathe through their skin, rather than their mouths. As such, it is impossible to wear any form of armour (apart from Carapace) on their chest or head location, including light armour and mage armour.

Naiad

Level 1: Gills – A Naiad will recover from Breathless straight away, as opposed to the usual 20 seconds of roleplay, and can utter one word for every 20 seconds whilst under the effects of Mute.

Level 2: Moist – Can call “No effect” on any Fire Spell 3 times Per Day. This can stack with Fire Affinity. 

Level 3: Starfish – Twice per day, a Naiad may choose to defer Head or Chest damage to a limb in order to avoid dropping to their Death Count. The amount of damage must be transferred wholesale; for example, if a Fatal call is deferred, the Character must still take the standard 5HP on the limb of their choosing instead.

Level 1: Shortsighted – Will double the duration of the Blind spell (if the character is unaffected by any other abilities or effects) to a total of 40 seconds.

Level 2: Vicious Hangover – If the Naiad is poisoned or has a trauma affliction, the effect may: double in damage output, double in duration or double in potency. This weakness is at referee discretion, please see a ref if you gain a disadvantageous effect. 

Level 3: Under Pressure – You can’t speak or call out as normal whilst on Death Count. Being grappled actively hurts the character, and anytime a Grapple occurs the character loses 2HP. If the character is already on their Death Count, the Naiad loses 10 seconds from their Death Count. 

Beastman

Level 1: Sniff – Once per day, a Beastman can touch another creature and Sniff it to determine what type of species a creature is, if that type is known. E.g. Golem, Vampire etc. This can be used in conjunction with other skills, such as Track.

Level 2: Pack Mentality – If you are reduced to a Dying state within 10 feet of a specific named character, written on your Guildcard you may add 1 minute to your death count. 

Level 3: Never Unarmed – You never count as being unarmed in a conflict. Use a dagger with a coloured ribbon or an appropriate phys-rep to indicate you are using your claws. This dagger isn’t disarmable or shatterable under any circumstances. Can be used with “Ambidexterity” to have a pair of un-disarmable claws. 

Level 1: Bit of a Stink – If there are too many people or monsters around or if your sense of smell is overpowered, you must roleplay being disoriented and in pain. 

Level 2: Man’s Best Friend – The Command Spell will be more effective on certain Beastman, and it will be possible to issue a 3 word Command Spell that the Beastman must obey, or, if only one word is used, the Beastman must obey the Command for an additional 3 minutes. See Command.

Level 3: Masterless – The player must choose another player character that must be named on their Guildcard. If the chosen character reaches the end of their death count and dies, the Beastman permanently loses 90 seconds from their death count.

Scaleskin

Level 1: Sticky – Once per day, a Scaleskin can call “no effect” on a Disarm effect or spell that would make them drop a weapon.

Level 2: Natural Venom – Once per day the character may use a charge of Sleep Venom to put a target to sleep. They must use a 1 handed weapon in order to dispense the Venom, or they must have a physreppable LARPsafe spine or talon.

Level 3: Thermal Senses – Three times per day, you can tell if a monster is nearby by looking for its heat signature – this will even work if the creature is actively camouflaged. This works as per the Enhanced Senses (sight) spell, and requires Ref presence. 

Level 1: Cold-Blooded – The “Quakes” effect lasts for 40 seconds instead of 20, as if the Scaleskin is shivering. “Purify” will also make a Scaleskin “Quake”

Level 2: Taste What You Smell – If a creature has a noxious odour it affects you more. You must roleplay being disoriented and in pain for 30 seconds. 

Level 3: Shedding Skin – Water or Fire Magic will cause the Scaleskin a huge amount of irritation (unless has an Affinity with one of the types of magic, they cannot be resistant to both and take this Weakness), and they will have to use both their hands to itch themselves for 20 seconds after any Water or Fire spell has been cast on or within 10 paces of them. They can place their weapons down voluntarily first. They are able to continue as normal afterwards, and they are allowed to cast spells during the itching action.