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Origin Life

Adds 12 new origins to the origins mod

Addon for the origins mod which adds new origins.

 

Requires:

origin mod 1.8.1

Pehkui 3.7.2

GeckoLib 4.0.2

 

inventory sprites for the hats were created by JustAWindSpirit, everything else was done by me, Queen of Kelp.

 

Origins added:

 

Doctor origin

support/zoning

 

Ability 1 "life saver": The doctor can throw a splash healing potion (doctor has a refilling meter for their potions and can throw several in rapid succession)

 

Ability 2 "taste of your own medicine": can throw bouncing a pill which deals low damage and knockback, has a cooldown 

 

Debuff 1 "skipped arm day": permanent weakness I

 

Debuff 2 "not trained for combat": can’t wear stronger than chainmail/gold armor

 

Passive power "oath to do no harm": while not holding a melee weapon: can't deal damage or knockback but will instead slightly heal whatever they hit

 

Passive power 2 “Doctors Never Die”: doctor gets permanent regeneration which is more powerful when they’re at low hp. A dinging sound will play from them when they’re at or below 2 hearts




Vampire origin

dps/mobility

 

Ability 1 "vampiric flight": can double jump over and over to fly, consuming their vampiric power meter. Their power meter will drain faster while wearing higher quality armor

 

Ability 2 "heart seeker": can apply the glowing effect to every living entity within 35 blocks (including themself), gives the vampire speed and strength during this time; drains vampiric power meter while using and effects stop as soon as the ability stops being used. Vampire must have at least half of their power meter to activate this ability, but once its active it can remain active until the vampire runs out of their power meter

 

"Debuff 1 "undead": vampiric power meter recharges slower in direct sunlight and vampires have only 7 hearts

 

Debuff 2 "flesh eater": can only eat raw meat or feed using "rip and tear"

 

Passive power "rip and tear": while not holding a melee weapon, attacks deal extra damage, and damage dealt in this way to a player or entity will restore a small portion of health and hunger. While holding a melee weapon, the vampire will heal themself by 20% of the damage they dealt.




Beta tester origin

mobility/chaotic

 

Ability 1 "lag back": keeps track of your current position, you will be instantly transported back to this position after 20 seconds or after a brief charge period initiated by pressing the button again, has a cooldown

 

Ability 2 "untested power": shoot a beam in front of you which will have an unpredictable effect, such as dealing damage, causing explosions, causing debuff effects, or teleporting the beta tester, has a cooldown

 

Debuff 1 “glitch”: occasionally get random debuffs such as darkness, slowness, weakness, etc ( very rarely gives buff effects)

 

Debuff 2 “snafu”: other entities around you will occasionally get random buffs such as speed, strength, etc (very rarely will give debuff effects)

 

Passive power “unstable”: when taking damage there is a slight chance you will be teleported a short distance away, additionally all of your abilities which teleport you will also telefrag any entity you teleport into, dealing damage. (lag back telefrag does 10 hearts, untested power telefrag does 2 hearts, unstable telefrag does 3 and a half hearts




Queen origin

support/glass cannon

 

Ability 1 “queen’s gambit”: reduces the queen’s health to half a heart, but gives them strength II and a life-steal effect for 10 seconds

 

Ability 2 “rally”: gives all entities and players within 5 blocks, resistance II and speed II for 20 seconds. Only gives the queen these effects for 10 seconds, has a cooldown

 

Debuff 1 “high standards”: can only wear gold armor (but gold armor has 2x more durability)

Note to self remember to make this

 

Debuff 2 “assassin’s prey”: takes 35% more damage from attacks that hit them in the back

 

Passive power “execution”: an attack that brings an entity or player below 20% of their max health (or below 2 hearts if 20% of the player/entities health is less than 2 hearts) will kill them instantly




Cat origin

mobility/utility

 

Ability 1 “agility”: can increase their speed, and jump height for a short time, has a cooldown

 

Debuff 1 “small”: has only 5 hearts instead of 10, and is half the size of a normal player

 

Debuff 2 “lazy”: using “agility” has a chance of causing slowness for a short time, also the cat can only wear leather armor

 

Passive power  2 “catlike reflexes”: creepers fear you, and you take no fall damage




Villain origin

unique

 

Robot Shark origin

mobility/debuffs

 

Ability 1 “zap”: can shoot an electric beam a short distance in front of you, damaging and slowing anything it hits, has a cooldown

 

Ability 2 “bite”: bite a short area in front of you, damaging and causing a bleed dot effect to anything you hit. Also restores some hunger when successfully hitting an entity. Has a cooldown

 

Debuff 1 “large appetite”: can only eat fish, and you will progressively get slowness the hungrier you are

 

Debuff 2 “error”: taking damage  will sometimes cause a glitch in your code, giving you nausea, darkness, or blindness (only triggers if damage is at least 1 heart)

 

Passive power 1 “fish out of water”: your robotic nature means you can stay outside of water with no penalties, but when entering water you can swim faster than others




Frog origin

mobility/debuffs

 

Ability 1 “leap”: jump forward high and far (the frog can also fall 4 extra blocks before taking fall damage) (the button for this power can be held down to continuously jump)

 

Ability 2 “tongue”: can stick your tongue out to pull entities towards you. (can also cancel out that entities fall damage)

 

Weakness 1 “slow walker”: you have permanent slowness, leaving jumping as your primary mobility option (also makes sprinting impossible because otherwise sprint jumping cancels out 90% of the slowness)

 

Passive power 1 “poison touch”: while not holding a weapon, your attacks will inflict poison I for 5 seconds (includes arrows)




Kobold thief origin

stealth/zoning

 

Ability 1 “throwing knives”: can throw a throwing knife in the direction you’re facing. (kobold has a refilling meter for their knives and can throw several in rapid succession)

 

Debuff 1 “fragile”: the kobold has only 8 hearts

Debuff 2 “Agoraphobia”: if there isn’t a solid block above the kobolds head, they are 20% slower, deal 2 less attack damage, and take 20% more damage

 

Passive power 1 “dark vision”: the kobold has better vision in the dark

 

Passive power 2 “stealth”: standing still and crouching for 5 seconds will make you completely invisible (even while wearing armor) (effect will end if you move or attack something)

 

Passive power 3 “backstab”: your attacks deal 50% extra damage when hitting your target in the back




All Might origin

dps/support

 

Ability 1 “Teacher”: can teach some of his abilities to other players, only 1 ability can be learned by each student and learning a new ability will overwrite the others. The powers taught to students will have a cooldown instead of consuming an energy meter. CANNOT BE UNDONE even if the student decides to betray you.

 

Ability 2 “Energy Stockpile”: has a slowly refilling energy meter which can be activated which will rapidly drain the energy but will cancel out your “injuries” debuff, give you speed.

The other powers granted by this ability are the abilities which can be taught to others and include (activating the energy meter is not required, but each of these abilities require and use up a certain amount of the energy meter’s charge):

  • Detroit smash - create a large shockwave in front of you which deals damage
  • Missouri smash - dash in the direction you’re facing
  • United States of Smash - jump up then slam into the ground with a lot of force, deals a lot of damage and destroys some nearby blocks. (cannot be taught using “teacher” ability)

 

Debuff 1 “injuries”: past injuries have left you weakened. You take 30% more damage, deal 5 less attack damage, and have 2 less max hearts

 

Debuff 2 “former hero”: you are no longer as capable of fighting on your own. Your energy meter recharges 50% slower while not within 35 blocks of someone you’ve taught a power to.

 

Passive power 1 “One for all”: as a last resort, you can transfer all your energy stockpile abilities to another player, and you will lose the powers a while after transferring them. Powers cannot be transferred back to a previous holder of the power. (this power is done manually through console so there’s no chance of misclicking a power button and doing this by mistake)





Magic bean origin

mobility/versatile

 

Ability 1 “Beanstalk”: can create a magic vine at any time to climb to a higher place. 

 

Ability 2 “Jelly bean”: toggle jelly mode. While in jelly mode landing on the ground will give you a slime block effect and bounce you into the air

 

Debuff 1 “tiny”: you are very small and have only 2 hearts by default. This also reduces your attack reach.. This is canceled out by your “growth” power.

 

Debuff 2 “evaporation”: being near sources of heat (like lava and fire) (in a 10x10 block cube around you) will drain your water meter depending on how many heat sources are near you. (all heat sources are fire, soul fire, camp fire, soul camp fire, torch, soul torch, lava, and lava cauldrons

 

Passive power 1 “jumping bean”: the magic bean can do a double jump in the air

 

Passive power 2 ”growth”: being submerged in or drinking water will increase your water meter. The fuller your water meter is, the larger you will grow. Growing larger will increase your max health, damage, speed, and your attack reach. (Maximum 2x normal player size which gives 3 extra blocks of reach, 30% reduced speed, 2 extra attack damage, and 15 total hearts.




Dragonborn origin

tank/zoning

 

Ability 1 “dragon hunter”: the next arrow you shoot will have an extra level of piercing, deal 35% extra damage, and shoot 2x faster/further, has a cooldown (the speed of the arrow increases the damage but the arrow damage is reduced so it evens out to 35% extra damage) (works with both bows and crossbows)

 

Ability 2 “unrelenting force”: you can shout ahead of you, creating a shockwave which pushes back anything hit by it, has a cooldown

 

Debuff 1 “part dragon”: you take 40% more damage from projectiles

 

Debuff 2 “heavy”: getting hit gives you slowness for a few seconds

 

Passive power 1 “dragon hide”: you take 20% less damage and have and a level of fire protection

 

 

 

 

 

 

this mod was made for use in a last life, and several of the origins have powers which only apply to a last life and aren't listed here

The Origin Life Team

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