Overview
A tiny paper-made flier that is light, nimble and vulnerable to water. 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
Climbing, gliding/flying and fall safety reward creative navigation.
Trade-off
Reduced hearts and water exhaustion make rain and waterways dangerous.
Natural role
A whimsical messenger and indoor market runner.
How it plays
Climbing, gliding/flying and fall safety reward creative navigation. Reduced hearts and water exhaustion make rain and waterways dangerous.
A whimsical messenger and indoor market runner. 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
- Build a safe landing platform and keep open approaches around your first base; vertical access turns mobility into a dependable advantage.
- Carry reliable food and light while scouting structures; unusual movement is strongest when you remain prepared for combat.
- Secure a food source matching your diet early rather than treating supplies as an afterthought.
Good infrastructure
- Rooftop station access, observation towers and elevated maintenance walkways let you use flight without making rail travel redundant.
- Vertical workshops, maintenance shafts and secure storage rooms suit a climbing or infiltration-style character.
- Design compact access routes and safe machinery barriers: small bodies can navigate clever interiors but are vulnerable around hazards.
- Be careful around moving Create machinery, falls and hostile mobs; mobility does not automatically mean durability.
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 |
|---|---|---|
| FeatherweightMovement | You descend gently unless deliberately sneaking to fall faster. | origins:slow_falling |
| ClimbingMovement | Climbing provides a distinct movement option that affects routes, builds and escape plans for this Origin. | paper:climbing |
| Fall ImmunityMovement | Fall Immunity is a configured movement power that shapes how this Origin is played in this pack. | paper:fall_immunity |
| Six HeartsSpecial ability | Six Hearts changes the health or survivability profile of this Origin. | paper:six_hearts |
| ElytraSpecial ability | Elytra is a configured special ability power that shapes how this Origin is played in this pack. | paper:elytra |
| Fresh AirSpecial ability | Fresh Air is a configured special ability power that shapes how this Origin is played in this pack. | paper:fresh_air |
| Recipe PaperSpecial ability | Recipe Paper is a configured special ability power that shapes how this Origin is played in this pack. | paper:recipe_paper |
| Tiny PaperSpecial ability | Tiny Paper is a configured special ability power that shapes how this Origin is played in this pack. | paper:tiny_paper |
| Paper BandageSpecial ability | Paper Bandage is a configured special ability power that shapes how this Origin is played in this pack. | paper:paper_bandage |
| NimbleSpecial ability | Nimble is a configured special ability power that shapes how this Origin is played in this pack. | paper:nimble |
| Water ExhaustDrawback | Water Exhaust changes how this Origin survives or moves in water. | paper:water_exhaust |
| Starting GearSpecial ability | Starting Gear is a configured special ability power that shapes how this Origin is played in this pack. | paper:starting_gear |
Shared-world and economy role
- Food constraints create demand for farms, kitchens and market shops supplied through regular transport.
Create factories and physical markets give specialised characters recurring work: supplying resources, surveying new routes, maintaining stations, operating shops or providing expedition support.