Overview
A blank-slate choice with no supernatural advantages or penalties. This is a primary choice or class available in your pack’s selection screen and is best understood as a complete lifestyle rather than a single buff.
Strength
Reliable building, fighting and exploring with no dietary or environmental restrictions.
Trade-off
No special movement, combat or utility power to shape a niche.
Natural role
A dependable station-builder, dispatcher, merchant or engineer who can use every item normally.
How it plays
Reliable building, fighting and exploring with no dietary or environmental restrictions. No special movement, combat or utility power to shape a niche.
A dependable station-builder, dispatcher, merchant or engineer who can use every item normally. In a world built around ordinary travel, railways and player-run shops, an Origin becomes most satisfying when its abilities open a profession or destination rather than bypassing the rest of the server.
Starting priorities and builds
First days
- Gather ordinary survival supplies first, then test every active ability in a safe area before setting out on a long expedition.
Good infrastructure
- Choose a home and business that make your strengths repeatedly useful rather than only occasionally novel.
- Read all drawbacks alongside strengths before committing; a powerful ability can reshape everyday survival costs.
Enabled power reference
Every power listed below links to its own reference entry, including the choices that share it and practical consequences for play.
| Power | Practical meaning | Identifier |
|---|---|---|
| No enabled powers are listed for this class. | ||
Shared-world and economy role
- Pair personal strengths with shared infrastructure: public stations, workshops and markets create reasons for players to collaborate.
Create factories and physical markets give specialised characters recurring work: supplying resources, surveying new routes, maintaining stations, operating shops or providing expedition support.