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Dark Tempus Character Creation Version 3.

Contents Page
A Quick Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
The Cultures: An In Depth View. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
> The Restoria Matriarchy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
> The Aristoc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
> The Falket. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
> The Peacekeepers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
> The Free Trade Union. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
The Pathways: An In Depth View. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
The Skills: An In Depth View. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
> Free Skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
> Pathway Skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
> Scavenger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
> Enforcer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
> Seer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
> Trader. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
> Medic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
> Mechanic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
> General Skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
> Mutations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
> Bioelectric. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
> Adaptive Metabolism. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
> Humanist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
> Exoskeleton. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Equipment: An In Depth View. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
> Combat Items. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
> Armour. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
> Medical Equipment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
> Drugs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
> Scientific/Mechanical Components. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28

With thanks to Ian Alexander of Eno Design to the front cover art.

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A Quick Overview
Remember that all characters on creation start with two Hits and everything in
the Free Skills section. It is possible to drop one or more of these Free Skills,
but this does not allow you to choose something else in its place. Building your
character takes four steps:
1. Choose your culture:
There are five cultures to choose from. The culture your character originates
from is purely a role-play/stylistic decision, and does not affect the rules in any
way.
The cultures are as follows:
The Restoria Matriarchy
The Aristoc
The Falket Tribes
The Peacekeepers
The Free Trade Union
2. Choose your Pathway (if any):
There are five pathways that represent different ways in which your character
may have made their living. Each pathway has unique skills, and a character
can only access a single pathway at a time.
The pathways are as follows:
Scavenger
Enforcer
Seer
Trader
Medic
Mechanic

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3. Choose your skills:


A Character may select four skills. These can be from the general skills,
Mutations, and your chosen pathway. You can only duplicate a skill if it
appears twice in your available skill lists.
4. Choose your Equipment
Your character will receive 100 credits at creation to spend on starting
equipment such as weapons, armour, ammunition, etc. Any items that do not
have an entry in the equipment lists (e.g. clothes) are free. Any credits you

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The Cultures: An In Depth View

The Restoria Matriarchy


OncewomanandManexistedinaBeautifulGarden.Thegardenwas
bountifulandprovidedallthatthewomanandmanwouldneed.ButtheMan
was seduced by the Stars and feverish he lent all his skill and drive to reaching
them.Hebenthisknowledgetoshapingthegardentohiswill.Histhoughts
werebentoutwardsandhewasblindtothesufferingwithinthegarden.The
Gardenwasinpain.Itcouldnolongersupporttheworksofman.Whenmans
workwasfinishedtheGardenprotectedtheManandWoman.TheGarden
then spoke to the Woman, Man has gravely injured us. You must help us heal
andyoumustguidethewaynow.Thegardenmustberestored.
-The Book of Restoria, Chapter 1 verses 1-9
The Matriarchy is a culture spread over a wide area united by the principles
and religion of Restoria. The Matriarchy itself covers far more area than its
population would suggest, divided into self-sufficient settlements surrounded
by wilderness. The Matriarchy believes that no more than one tenth of land
should be used by humans, the rest being left to recover. This policy of leaving
the majority of the land to go wild has made the Matriarchy the most
aggressive, expansionist culture in the land. The Matriarchy might lack in
numbers and technology of others, but they do boast a unifying certainty of
belief that some might describe as fanatical.
Authority within the Restoria Matriarchy is held by Priest-Judges, always
female, who hold secular power as well as a religious position. Each settlement
is overseen by these Priest-Judges. These Judges, in addition to having literal
life or death authority over their flock, are also personally responsible for the
behaviour of said flock.
Outside of the ruling systems the most obvious difference within the
Matriarchy is the place of men. All males within the Matriarchy are under the
governorship of an appointed female. Precisely who this governor is will vary
based on the individuals situation and probably on their age. Young boys will
be under the governorship of their mother; later in life it might be their wife;
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their superior officer, if in a military based organisation; or their employer, if


part of a business venture. The Matriarchy denies claims that men are
womens property, rather that it ensures appropriate guidance is always
available to help men resist their darker impulses. The reasons behind this are
simple; the old world was ruled by men. This rule led to the Burn. The Earth
herself saved some of humanity so as we might have a second chance, but this
time we must do things differently.
The Matriarchy believes that the Planet is a Goddess who was grievously
wounded by the Burn. This wounded Goddess is now relying on mankind to
heal her, preserving a small measure of humanity through the Burn in order to
rebuild a society that will not repeat the mistakes of the past. Restoria
recognises that technology and power, and other masculine attributes, have a
necessary place within the world, but their overuse will be, and has been,
disastrous. Followers of Restoria seek a middle ground of carefully controlled
reconstruction of civilisation in harmony with the natural world, an approach
that manifests as an iron fisted control of development within the Matriarchys
sphere of influence, and expanding that sphere of influence is also important
to them.

The Aristoc
We make no demands of Faith, no promises requiring divine intervention. We
are the Aristoc. We offer you life eternal if you show yourself worthy. We will
protect you, we will provide for you, and we will give birth to a bright new
future that you can be a part of, forever. In exchange we demand your loyalty,
your ability and your dedication. Join us
Human history is filled with examples of a singular invention or ability shaping
the development of cultures and civilisations. Domesticating the horse; the
creation of gunpowder; glass; the microchip... Sometimes a single invention is
enough to define the culture that possesses it. The Aristoc is one such culture.
Perhaps one of the bleakest truths about the Great Burn is that we do not
know how much we have lost. What wonders and mysteries have been

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reduced to ash? What remains out there, somewhere in the wilderness,


waiting for us to rediscover?
Those who founded the culture now known as the Aristoc made such a find. It
was a piece of knowledge from before the Great Burn of such power and
influence that it has shaped every aspect of their lives.
Simply put, the Aristoc rediscovered immortality.
How the Pre-Burn humans achieved such a feat is a closely guarded secret.
Certainly, there seems to have been no survivors of the Burn with this gift.
Nevertheless, its recovery after the Burn has created a culture within the
Aristoc unlike any other.
Aristoc society is divided between powerful minorities who have all the
control, and a servant class majority who are bonded to one of the upper class.
What maintains this inequality? Eternal life, or the promise of it.
The title Aristoc properly refers to the controlling minority, the upper class,
who have received the treatment that makes the aging process stop. The rest
of the Culture are Serfs, working in servitude for an Aristoc master. Should a
Serf manage to impress their master with their loyalty, dedication, and ability,
there is the possibility that they will themselves be elevated to the position of
Aristoc. It is, however, important to note that the ancient science that grants
the Aristoc immortality does not make them any harder to kill.
Negotiation and diplomacy have become a specialty and the Aristoc will usually
distance themselves from violence, preferring well trained Serfs to fulfil that
function. A servant class, personal security and a great deal of time on their
hands has led to a governmental system full of intrigue, one-upmanship, and
patronage. Ones standing in the political sphere is everything to an Aristoc,
and there are many imaginative ways to advance.
The Aristoc Culture is lead (or some would say overseen) by a council of the
most influential Aristoc. Each member of the council has an honorific title.
These are; The General (Vacant in Honour of General Dunehill); The Chancellor;
The Entertainer; The Apothecary; The Analyst; The Scholar; and The Justicar.

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The Aristoc walk a fine balance between short-term personal advancement


and the long-term goals of the Culture. All but the most powerful amongst the
Aristoc will have a Patron, someone even more influential than themselves,
probably the individual who sponsored their raising to Aristoc from the Serfs to
begin with, however many years ago.
Precisely what qualities an Aristoc will look for in a Serf they will sponsor can
depend on many factors, but at the very least it includes personal loyalty to
such an extent that they are willing to share eternity with them. Of course it is
the rarity of the uplifting to Aristoc that gives it its value; most will die a normal
or natural death... But there is always the hope.
The Falket
"And the sky did fall. And the ground did burn. Only when all has been taken
from us do we realise what is important. Our ancestors realised it, and we
honour their realisation. In those dark days before the sky cleared those who
became the Falket understood that all we have is our word, our vow. The trust
that we can co-operate and that we will relentlessly punish those who break
their vow is what defines us. Our vow is writ upon our living flesh... Let it be
that if we ever break it, our transgression be writ upon the cold of our corpse."
Excerpt from the ritual of initiation, Black Wing Falket Tribe
The Falket tribes, if taken as a single group, are probably the largest culture in
the lands. They are far from unified however, split into separate groups they
call tribes who live a wandering hunter-gather lifestyle. This lifestyle has led to
them being viewed as savages by many of the more settled cultures, an
opinion many of the Falket are happy to allow to continue providing it keeps
outsiders away from their interests.
The truth is somewhat more complicated. In the years after the Burn a
nomadic lifestyle offered many advantages over settling in one place. The
people who became the Falket adapted to this lifestyle well, valuing the
freedom and safety the ability to move around gave them, and from there built
a culture.

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Much of the codes of behaviour from which the Falket draw their cultural
identity seem to come from a relatively small group of people soon after the
Burn. The Falket refer to these as the Ancestor tribe, but outsiders should be
careful of equating this belief with any form of religion, as while the Ancestors
are held in great esteem, they are not thought of as Gods or spirits.
Falket culture is heavily linked to the tribe. The Falket are primarily scavengers
and warriors, and martial ability is a source of fierce pride with ritualised
combat between tribes something of a custom. It approaches taboo for
members of the same tribe to have children, as the Falket believe this weakens
them. As such, the tribes are always looking for outsiders worthy of joining the
tribe, or of providing the next generation at least. Of course it is rare that
anyone would meet the tribes standards, so the most common pairings are
made at the annual quorums - meetings of many tribes in a two week long
festival where it is customary for matches to be made and tribesmen and
women to join new tribes.
The Oath for a Falket is the single most defining aspect of their life. An Oath
can be given for anything, but once given will be followed until its terms are
completed, or the individual dies in its attempt. Breaking an Oath is a great
disgrace, and the only way to remove this disgrace is the suicide of the
individual. If they have fallen so far from the principles of the Falket that they
cling to life, it is the duty of all Falket to hunt them down and restore their
tribes honour.
Seers are held in extremely high regard amongst the Falket, as without them a
tribe would lose all communication with the rest of the Falket and struggle to
find new resources. Tribes are structured around a Seer, who takes the role of
advisor to all members of the Tribe. The emergence of Seer talents is a cause
for great celebration, and a Seer who reaches maturity can be expected to
form a new tribe at the next quorum or take over from the current Seer when
they grow too elderly. Falket will protect Seers at all costs, as the survival of
the tribe is in jeopardy without them, and they have been known to react
poorly to mistreatment of non-Falket Seers.

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The Peacekeepers
1. All Humans are Equal.
2. Mutation threatens the inherent nature of Humanity and must be prevented.
3. The strong must protect the weak.
4. Justice must be done.
The Peacekeeper Charter
There is a mountain unlike any other. The mountain is Sanc, and it is hollow.
Deep within its protective stone survives the last remnant of the world before
the Burn the Peacekeepers. Sanc is vast in scale and filled with technology
that is generations ahead of anything anyone else has functioning. If the
Peacekeepers own records are to be believed, at the Start of the Great Burn
the military forces stationed in Sanc threw open the doors and took in as many
people as they could to save them from the Burn.
If it were not for a fundamental internal problem, many believe the doors of
Sanc would stay shut. This problem is due to the nature of Sanc itself. The
Mountain is a closed, self-sufficient environment; power is generated by a
massive machine that is tunnelled into the depths of the ground. It has its own
water supply that provides both drinking water and supplies the water
gardens that grow all the food Sanc needs. However, as it is a closed system
there is an upper limit on the number of people it can support. The surplus
population problem has led to the Peacekeeper Messengers.
Peacekeeper culture is founded on the principle of a Moral Military. There are
clear divisions within society, and each citizen will be a member of a particular
division. These divisions are Infantry, Medical, and Logistics. There are also
rumours of a Mechanical division, but members of this sector seem to be very
rare outside of Sanc itself. Individuals join a division at a very young age and
are taught skills appropriate to their division. The whole of Peacekeeper
culture then operates on a military model with rank structure, reflecting ability
and experience in their fields.
Peacekeeper Messengers have a vital role within their culture. Practically, they
enable the continuation of Sanc by removing the surplus population. As this

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maximum number of inhabitants approaches, the division requests volunteers


to become Messengers. Messengers are individuals who leave Sanc for good
taking the message of the Peacekeepers out into the world. They become
visual representations of Peacekeeper values. They integrate into the
settlements and provide moral examples that others can aspire to, often
becoming sheriffs or setting up medical clinics.
Peacekeepers believe that they are the only true survivors of the Burn. They in
no way deny that others are human, but that they have lost all the
civilisations development that came before the Burn, and as such the
Peacekeepers are the only link to this past. In many ways they have become
obsessed with preserving this legacy, and have become very insular.
The Free Trade Union
I can still smell the farms back at Greenwood when I close my eyes. The sound
of the bell when grub was up... That bell... That was the last I heard of
Greenwood, but its last ring wasnt for food, it was for the Swarm. You have no
idea. The Swarm barely touched you. The Union took its brunt. It was us who
felt the force of it. Once we were so big, so strong, now look at usthe only
thing we have now is corpses.
- Survivor testimony
The Union is formed from a collective of vastly different and diverse
settlements and groups, unified by a shared belief that you don't attack your
business partners. The Union makes no judgements on what you do, what you
believe or how you act, as long as these things do not interfere with the flow of
trade. More than anyone else the Union has surplus; more food than it can eat,
more workers than it can use. By all accounts the Union was on the verge of a
renaissance. Then the Swarm hit.
The FTU is a melting pot of cultures but, without exception, the Swarm has
devastated them. If they did not come under direct attack from the Swarm, or
avoided the attention of opportunist bandits, they were swamped by refugees.
The FTU is a ruin of its former glory, but it has far from given up. It has called in

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every debt, employed every scheme, and provided every incentive in its
arsenal in order to regain its strength.
The FTU prides itself on its indifference to the quirks of its members, but is also
ruthlessly efficient at protecting its interests. If the Union is considered to
believe in anything, its money. But as any trader worth their salt will tell you money is simply a way of keeping score. What it really wants is power;
resources to do whatever it needs to do to survive and prosper. In the wake of
the Swarm, this is more important than ever.
Most major decisions are made in Star Fall by the Board of Directors. The
Board is made up of the most ruthless business men and woman the Free
Trade Union has to offer, but unfortunately turnover is incredibly high and so
they often find it difficult to set a coherent goal for the Union to aspire
towards.
One thing that clearly sets the majority of the Free Trade Union apart from the
surrounding cultures is their general tolerance towards all types of mutation.
In many towns Mutants are on equal standing, though there are still places to
the north where they are not completely accepted.
The newly formed Trade Alliance provide traders with the ability to buy stock
at a lower rate, which has given the Free Trade Union the ability to open the
door to a new age of economic prosperity. They are not there yet, but give it
two or three lucrative deals and who knows

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The Pathways: An In Depth View


Scavenger
Scavengers are the ultimate survivors. Self-sufficient and self-reliant,
Scavengers are usually welcomed wherever they go for the opportunities of
trade, news, and gossip that they bring. Those who follow the path of the
Scavenger tend to have a rough life, constantly looking for that one find that
could make them their fortune.
Enforcer
Enforcer is the catch all term for people who have focused on a martial lifestyle
in all its forms; professional soldiers, bodyguards, bandits, hired muscle.
Enforcers can be the stalwart defenders of the weak, or the predator who
preys upon them. The path of the Enforcer is a broad but undoubtedly
necessary one.
Seer
To be a Seer is to be a mutant, and like all mutants there are places where
Seers are persecuted. During the Swarm War the Seers ability to communicate
with others of their kind over distance was used to co-ordinate the Allied
Army. Since then there have been ever increasing rumours of something
affecting the Seers; dreams and visions, voices... Something is beginning, and it
is beginning with the Seers.
Trader
Everything is worth exactly what someone will pay for it. Food, fuel,
protection; Traders are your best bet at obtaining them, for a price of course.
Few settlements are truly self-sufficient; most have come to specialise in
producing a few goods or services and trading for the rest. There is great
wealth to be made as a Trader, nowhere more than out on the fringe of
civilisation.
Medic
People get hurt, sometimes a lot. When they do, they want someone to fix
them back up. Decent Medics can pretty much write their own ticket in most
settlements and good clinics will be known for many weeks travel around.

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Mechanic
Humanity is a technological species and despite its losses in the Burn there
remains generations worth of leftover technology that is being repaired, repurposed, dismantled and maintained. The guardians of this technology are
the Mechanics. Some Mechanics may have in intimate knowledge of the
science behind the things they do, others have simply learned by rote how to
put together certain devices.

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The Skills: An In Depth View


Free Skills
All characters have the option to take all of the free skill picks on creation.
They can choose to drop as many of these skills as they like, but are unable to
pick something to replace them.
The free skill picks are as follows:
Use Close Combat Weapon less than 18
inches in length
Its not the size, its how you use it.
You are able to use any LARP safe weapon that is under 18 inches (including
the handle) in length.
Cosmetic Mutation
A face only a parent could love
You are able to give your character any physical mutation you would like that
does not have a rules effect, providing you physrep it. There is an exception to
this rule, however: Anyone who chooses the Peacekeeper Culture is unable to
have any form of Mutation, cosmetic or otherwise.
First Aid
Just try not to get blood on me
A character using the First Aid skill is able to pause the Death Count of another
character for as long as they give them their attention. While performing First
Aid, a character cannot perform any other task (as a rule of thumb they may
not use any other skill, but we leave it to the player to decide what is
appropriate in any given circumstance). They may talk and move as normal but
must maintain contact with the character receiving treatment for the skill to
function. If the First Aider stops treating a wounded character then the Death
Count resumes from the point it stopped. It is possible for a character to use
First Aid on themselves, though this requires their full attention and prevents
other skills from being used at the same time.

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Pathway Skills
The different skills within each Pathway are as follows;
Scavenger
Scavenge Materials
Your wanderings in the wilderness away from civilisation have yielded some
valuable finds...
You will be given three random resources before the start of play. Use them as
you wish...
Use Bolt Action Firearm
You never know what youre going to find out in the Wilds Always best to
carry a trusty boomstick!
You may use any firearm that requires each shot to be primed manually.
Use Bow/Crossbow
Silence is deadly
You can use a LARP safe bow or crossbow. The character is assumed to be able
to craft replacement arrows as needed.
Use Throwing Item
When they ran out of bullets, they used knives... When they ran out of knives,
they used sticks and stones...
You may use any LARP safe throwing items.
Enforcer
Use Bolt Action Firearm
The world is filled with violence And its me who fills it.
You may use any firearm that requires each shot to be primed manually.
Use Automatic Firearm
Victory through superior firepower.
You may use any firearm that has a self-reloading system.

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Extra Hit
Either toughen up or die. The Wilds allow no other choices.
You have one extra hit. This hit can stack with an extra hit from the general
skill list.

Seer
Heal
It was like his flesh was water, damndest thing I ever saw!
The Seer can force flesh to knit back together, but at a price. The target
recovers one hit but the toll taken on the Seers body and psyche in such a way
that they find themselves unable to perform anything but the most basic tasks,
and often have difficulty even thinking clearly. For ten minutes after using this
skill the character is unable to use any skills (including combat skills). They are
suffering from extreme fatigue and should role play as such.
Communication
First we knew the Seer was kicking up a holy storm. She was linked to the Seer
at Blitz Hollow. She saw the attack through his eyes. By the time we got there...
well, we just burned the place down. No one was going to want to live there
after that.
Seers with this skill can link to each other regardless of distance. You may be
contacted by refs with information of the wider world...
Find
You bring me a map, some friends, and some guns... I'll make you rich.
After focusing the Seer may get a feel for something nearby. This could be a
person, an object, a resource... Results are not always guaranteed, but
successfully finding something could be very lucrative. You must know what
you are looking for; the more familiar you are with whatever you are looking
for the better the chances of finding it. Please contact a ref to use this skill.
Warning
They're coming...
This skill can manifest itself at any time. The character may receive an image of

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future events, sometimes clear and precise other times maddeningly vague. A
ref will contact you with details.
Trader
Evaluate Materials and Goods
Ooooh... That'll fetch a pretty penny... to the right person, of course...
The Trader can evaluate the component parts of an item to judge their worth.
This evaluation takes into account the condition of the item, its rarity, and
current demand for it. You will be given a code sheet to use with your player
pack.
Trade Deals
The Alliance made me rich!
You are provided with a Traders Alliance Card. You only get one of these, so
keep it safe! This card entitles you to a discount with all other Alliance Traders.
The Alliance offers rewards on information leading to the closure of black
market trade operations.
Business Contacts
Find me a Seer!
You know people in every part of the trading world and quite a few may owe
you favours If you are in dire need of a specific item or component find a ref
and contact a Seer. Dont expect those items to be free, though
Medic
Medical
Hang on in there. The bullet is lodged into the bone. Bite down, this will hurt...
A character with the Medic skill is capable of raising another character from
zero to positive hits, stopping at the patients starting hits. This takes five
minutes of appropriate role-play and a bead pull.
Surgery
Anyone see where I put my watch?
A character with the Surgeon skill is capable of raising another character from
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negative hits to zero. A character that has undergone surgery has their Death
Count stopped unless they receive new wounds, and is conscious at zero hits.
However, they cannot perform any physical actions other than speak and
move around with assistance. This takes five minutes of appropriate role-play
and a bead pull. Surgery can also be used to stop the bleeding of any character
that is on positive hits. A bead pull is also required for this.
Use Bolt Action Firearm
I didnt get through the war by whacking things with my stethoscope!
You may use any firearm that requires each shot to be primed manually.
Mechanic
Repair Armour/Close Combat Weapon
A man is only as good as the tools he carries... and I can fix them for you as
well!
This skill allows the Mechanic to identify the raw materials needed to repair
armour or close combat weaponry as well as carry out those repairs once the
raw materials are provided. You will be given a code sheet to use in game.
Repair/Build Item
Your armour wont do you much good with all those holes in it!
This skill allows the Mechanic to identify the raw materials needed to repair
any device not listed by another skill once the raw materials are provided. You
will be given a code sheet to use in game for this. This skill also allows you to
construct new items that have been designed using the Scientist skill, by
working off a blueprint.
Craft Ammunition
It's not the one bullet with my name on that worries me... it's the thousands out
there with 'to whom this may concern' that do...
This skill allows the Mechanic to identify the raw materials needed to fabricate
ammunition. This includes special types of ammunition, once the raw
materials are provided. You will be given a code sheet to use in game, as well
as a blueprint to fill out.

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General Skills
General skills are available to all characters on creation. They are as follows;
Extra Hit
Either toughen up or die. The Wilds allow no other choices.
You have one extra hit. This hit can stack with an extra hit from the Enforcer
skill list.
Use Close Combat Weapon over 18
inches in Length
A sword never jams, never has to be reloaded, is always ready.
The character can use any LARP safe (excluding stab safe) weaponry. This
includes weapons with special calls, such as Rend.
Use Stab Safe Weapon
Stick em with the pointy end!
The character may use any stab safe LARP weapon.
Resources
My father told me that when you're working, don't stop to count your money.
The character receives an additional 100 Credits at the start of their first event.
The amount of Credits will vary after the characters first event, depending on
the state of the in game economy. This skill can be taken multiple times.
Use Single Shot Firearm
I keep this on me... for close encounters...
The character can use any firearm that requires the user to load each shot
individually.
Use Shield
Sometimes they save your life, sometimes you might as well paint a target on
the front.
The character may use a LARP safe shield in combat. Shields that are shot with
a firearm may be used in one of two ways;
The bullet that hits the shield passes through and hits the player. The player
takes damage as normal.
OR
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The shield absorbs all damage from the bullet but is broken in the process,
thus unusable until repaired.
The player whose shield is hit decides which of these options to use at the
moment of damage, and should respond appropriately. Note that this only
applies to damage taken from firearms; bows, melee weapons, etc. do not
damage shields without using special calls.
Scientist
Having the ideas is easy, its finding the test subjects thats hard
The character may identify components, and will be given a sheet at the
beginning of an event to reference. They are also able to design new devices in
game using a blueprint. There is a one hour cooldown on submitting a concept
for a new device, though you are still able to work on new creations during this
period. You can find more information regarding this skill in the accompanying
document, Dark Tempus Rules.
Chemist
For all your drug needs!
The character may identify chemical components, and will be given a sheet at
the beginning of an event to reference. They are also able to design new drugs
in game using a blueprint. There is a one hour cooldown on submitting a
concept for a new drug, though you are still able to work on new ones during
this period. You can find more information regarding this skill in the
accompanying document, Dark Tempus Rules.

Mutations
Mutations are available to all characters except Peacekeepers. What causes
mutations is unknown; some claim areas in the world cause it, to others it is a
disease, yet more say that it is inherited. There seems to be no simple answer,
but the reality is self-evident and, for some Mutants, their particular
adaptation can be of immense help in survival. A character can have any
number of Mutations in accordance to their skill picks, but must meet the
minimum physrep requirements for all of them. Bear in mind that there is a
free skill pick for a physical Mutation with no rule effect.

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Listed here are the Mutations that have a particular rules effect:
Bio-Electric
Who needs batteries?
The player is capable of generating and storing an electrical charge inside their
body and releasing it at will. The energy can be released through contact,
allowing a call of Shock to be made, providing the player with the skill is
touching an object/person directly, or via conducting material. Once used it
takes three hours for the body to build up the charge again, and usage cannot
be stacked.
This mutation manifests as thin, blue, vein-like lines underneath the skin of the
character. How widespread they are varies on an individual basis, from a
minimum of lines around the eyes and on the hands to completely covering
their body. Note that people with this mutation are immune to the call Shock.
Adaptive Metabolism
I may be ugly but you bleed faster...
The characters body is incredibly efficient at repairing and protecting itself, in
many cases able to survive injury that would kill a normal human.
The character does not use the Death Count rules. This means that when a
character is wounded it does not get any worse, no matter how long the
character goes without treatment. The character does, however, still take the
damage from the injury. Additionally the character is immune to all poisons
and chemicals both positive and negative, including chemical based medical
supplies.
This mutation has a devastating effect on the characters appearance resulting
in an almost corpse like appearance as the characters metabolism breaks down
body fat, melanin, and other non-vital substances.
Humanist
If a vegetarian eats vegetables...
Food can be hard to come by, and some turn to unusual sources. A small
number of these people thrive, and whether the mutation is inherent or
developed due to continued practice of this behaviour is unknown.
If a character with this skill eats human flesh from a fresh body (either still alive
or dead within a ten minute period) then they gain one hit for six hours. This
skill cannot stack with itself. After six hours the extra hit is removed. If this
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drops the character's hits to zero then they must fall unconscious as if
wounded. Eating additional flesh during the six hour period extends the time
to six hours from that point, but an additional hit is not gained. Eating flesh
from a still living target requires them to be on zero hits (so that they cannot
resist you), unless they are a willing participant or role-play has been agreed
upon beforehand. Either way it does one point of damage.
Use of this skill is... messy. The player should have some fake blood or similar
that they can smear themselves with to show that they have been eating. This
can be washed off immediately if the player so wishes to keep their dietary
habits as secret as possible, otherwise there is no external sign that the
character is a mutant.
Exoskeleton
My armour is home-grown!
The characters mutation has resulted in some form of biological armour
forming on the characters body.
A character with an Exoskeleton gains two hits. These hits acts as any others
would and are healed as normal. The physrep for Exoskeleton can take many
forms, but it must be obvious to anyone who looks at the character that there
is a widespread mutation. This could be bony plates or hardened scales across
the skin, for example, but whatever it is it provides significant defence against
injury.

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Equipment: An In Depth View


Below is the basic equipment list. All players have access to these upon
character creation, and 100 credits to spend on the items listed.
Combat Items:
Item

Description

Bullet

Single use firearm


round

Rules Effect Cost

A basic bullet causes


5
one point of damage,
and has the Through
effect without needing
a call.
Single Shot
Examples of single
A foam dart/disc
10
Firearm
shot firearms include shooting gun that
but are not limited to; requires each shot to
NERF Barrel Break,
be loaded individually.
NERF Jolt, and the
NERF Firestrike.
Bolt Action
Examples of bolt
A foam dart/disc
25
Firearm
action firearms
shooting gun that
include but are not
contains more than
limited to; NERF
one shot, but must be
Deploy, NERF
chambered by the
Longstrike, NERF
shooter.
Rough Cut.
Automatic Firearm Examples of
A foam dart/disc
45
automatic firearms
shooting gun that uses
include but are not
a power source to
limited to: NERF
reload the firearm
Stampede, NERF
without the shooters
Swarmfire, Buzzbee
input.
Turbo 12.
Bow/Crossbow
A bow or crossbow
Projectiles used must
10
with a pull of 30 lbs or be LARP safe. Bolts and
less.
arrows do one point of
damage but cannot
pass through armour.
Throwing Weapon Coreless weapons
Projectiles must be
3
intended to be
LARP safe and
thrown, such as
coreless. These do one
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bricks, throwing
knives, or shuriken.

point of damage per


hit and do not pass
through armour.
Close Combat
Small close combat
Any LARP safe
Weapon less than weapons such as
weapon/tool physrep
18" in Total Length daggers.
that is less than 18"
long. These do one
point of damage per
hit and do not pass
through armour.
Close Combat
Large close combat
Any LARP safe
Weapon more
weapons such as long weapon/tool physrep
than 18" in Total
swords.
that is more than 18"
Length
long. These do one
point of damage per
hit and do not pass
through armour.
Stab Safe Close
Stab safe weapons
Any coreless LARP safe
Combat Weapon
such as spears or pole weapon. These do one
arms.
point of damage per
hit and do not pass
through armour.
Rending Weapon Rending weapons use This is a standard
a chain saw type
weapon and does one
mechanism to destroy point of damage. You
armour, weapons, etc. may elect to use the
The physrep should
special ability of this
reflect this.
weapon, Rend, but it
requires expending a
power source to use it.
Monoblade
Sharpened on a
This is a standard
Weapon
molecular level,
weapon and does one
monoblade weapon
point of damage. You
can bypass armour
may elect to use the
when their field
special ability of this
emitters are powered. weapon, Through, but
Any bladed weapon
it requires expending a
can be a monoblade
power source to use it.
with the addition of
lights or electronics to

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Impact Weapon

Shield

the physrep.
Impact weapons
produce massive
electrical charges to
incapacitate their
targets. Usually a
mace or hammer with
lights or electronic
sections.
A LARP safe shield.

This is a standard
30
weapon and does one
point of damage. You
may elect to use the
special ability of this
weapon, Stun, but it
requires expending a
power source to use it.
Shields can protect you 15
from one point of
damage but can be
easily destroyed.

Armour:
Item
Light Armour (per
location)

Description
Natural materials such
as leather, cloth,
wood, or crude metals.

Medium Armour
(per location)

Manmade materials
such as alloys, Kevlar,
or plastics.

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Rules Effect
For armour to constitute
as light it must cover the
players torso and four
further locations. When
worn it provides the
character with two
additional hits against
most attacks. Partial
coverage (torso and two
further locations)
provides a player with
one additional hit.
For armour to constitute
as medium it must cover
the players torso and
four further locations.
When worn it provides
the character with four
additional hits against
most attacks. Partial
coverage (torso and two
further locations)
provides a player with

Cost
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Heavy Armour (per


location)

High tech materials ,


physrepped by
incorporating
electronics or giving
the appearance of
being motor assisted.

two additional hit.


For armour to constitute
as heavy it must cover
the players torso and
four further locations.
When worn it provides
the character with six
additional hits against
most attacks. Partial
coverage (torso and two
further locations)
provides a player with
three additional hit. The
armour must include
lighting to show the
incorporation of high
tech components.

10

Medical Supplies:
Item
Bandages

Trauma Treatment

Medical Kit

Description
Cloth strips. 3
bandages per
purchase.

Rules Effect
When used the characters
Death Count is doubled
from 5 minutes per hit to
10 minutes per hit. The
First Aider must continue
to treat the patient or this
bonus is lost.
Fluid drip, vital sign Trauma treatment stops
monitors...
the character's Death
everything you
Count for as long as they
need to stabilise a remain stationary. The
patient, as long as First Aider may leave the
they don't move!
patient and this bonus will
remain in effect.
Assorted supplies
When used in conjunction
for critical injuries; with the Medic skill, a
stitches, wound
medical kit adds one
pads, etc. 3
white bead to the
medical kits per
characters bead bag.

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Vat Tissue

Sterilising Solution

Shock Pads

purchase.
Vat grown skin and
organ tissue.
Sheets of latex skin
work well as a
physrep.
A liquid or powder
to be added to
water. Salt works
well as a physrep.
3 sterilising
solution per
purchase.
Pads that deliver a
charge to the body
in the hope of
returning life to a
deceased patient.

When used in game it


10
provides the character
with three extra white
beads in their bead bag,
and is used in conjunction
with the Medic skill.
It is used in conjunction
1
with the Surgery skill, and
adds one white bead to
the patients bead bag, as
well as staving off
infection.
Shock pads are to be
10
applied immediately on a
patients death by a
character with the
Surgery skill (realistically
within one minute to
allow for role-play). They
immediately grant the
patient one hit point, but
add five red beads to their
bead bag, with a call of
Shock. Shock pads cannot
be used on a character
that has been Executed.

Drugs:
Item
Slow

Quicken

Description
A red liquid that
slows the
metabolism down
to a deep coma-like
state, preserving
vital functions and
organs.
Quicken is a blue

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Rules Effect
Cost
In game a character who 2
has taken slow has their
current Death Count
increased by five minutes,
and one red bead added
to their bead bag. This
effects lasts one hour.
If taken a character is
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Relief

Calm

Shield

liquid that
massively increases
the body's healing
for a short amount
of time. However, it
is remarkably
painful, and after a
time the body
reverts to a
weakened state.
A yellow liquid that
acts as a painkiller.
3 doses per
purchase.

given two additional hits


for one hour. Once the
hour has elapsed the
characters health,
regardless of starting hits,
is reduced to zero.

Once taken the characters 1


Death Count continues
unaffected, and one white
bead is added to the
characters bead bag. This
effect lasts one hour.
A green liquid that When taken this drug
2
acts as a
doubles the characters
multipurpose
Death Count at all levels
trauma support and and adds two red beads
painkiller.
to the characters bead
bag. This effect lasts one
hour.
A clear liquid that
When used in game the
3
acts as a broad
characters death count
spectrum anticontinues unaffected, and
illness drug that
one white bead is placed
reduces
in their bead bag. It also
complications
removes basic infection.
during and after
This effect lasts one hour.
surgery. 3 doses
per purchase.

Science/Mechanical Components:
Item
Oil Burning Engine
Nox Oil

Description
An engine that burns oil, turning water into
steam in order to provide power.
Crude oil, can be used as a basic power
source. Looks like treacle.

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Metheum Oil

More efficient power source. Looks like


cooking oil.
Energy Cell
A collection of charged cells. Appearances
may vary. Can be used as a power source.
Fusion Battery
Tubular structure storing massive amounts of
power. Frequently includes illuminated
monitoring systems. Can be used as a power
source.
Physical Filter
A filter. It acts as a barrier, to separate one
substance from another, such as liquids from
solids.
Chemical Filter
A filter. It is capable of discerning between
molecular levelled substances such as
chemicals, and separating them.
Charged Particle Screen A charged particle screen is an item that
alters matter or energy, converting it into
new configurations. Can be used as a filter.
Resonance Cascade
A resonance cascade is an item that projects
the effects of a device onto the area
surrounding it. Can be used as a filter.
Contact Switch
A contact switch is a simple switch or button
that turns a device on or off. Is used to
control devices.
Programmable Switch
A programmable switch is used to control the
device it is attached to, based on simple preset instructions.
Reactive Program
An item that holds a program which is
capable of controlling the effect of a device
based on pre-set instructions.
Artificial Intelligence (AI) An item that holds a program that is capable
of following commands and reacting to
unforeseen events in order to control a
device.
Natural Materials
Natural materials can be used to repair/build
items or repair light armour.
Manmade/Fabricated
Manmade/Fabricated materials can be used
Materials
to repair/build items or medium armour.
Advanced Materials
Advanced materials can be used to
repair/build items or repair heavy armour
and most weapons.
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Molecular Reinforced
Materials
Direct Focus
Explosive Focus

Targeted Focus
Field Emitter

Biomonitor

Tissue Replicator

Accelerated Adaptive
Cellular Components
(AACC)
Programmable
Retrovirus

Adhesive
Cellular Bonding
Permanency
Neutraliser

Corrosive

Acid

Molecular Reinforced Materials can be used


to can be used to repair/build advanced
items.
An item that can be used to focus the effect
of a device to another material.
An item that can be used to focus the effect
of a device to a wide area by destroying
material.
An item that can be used to focus the effect
of a device to a distant point.
An item that can be used to project the
effects of a device to the area surrounding it.
It is classed as a focus.
A biomonitor is a wet-ware item holding a
program that is capable of detecting and
evaluating input from living things.
A tissue replicator is a wet-ware item that is
capable of constructing living material from
inorganic matter.
An accelerated adaptive cellular component,
or AACC, is a wet-ware item that rapidly
mimics and manufactures biological material.
A programmable retrovirus is a semi-organic
life form that is capable of altering the
physical and chemical nature of living things,
and is classed as wet-ware.
A type of liquid glue used in the creation of
items. This is classified as a Bond.
A type of solid glue used in the creation of
items. This is classified as a Bond.
A type of gaseous glue used in the creation of
items. This is classified as a Bond.
Neutralises the effects of other chemical
components, such as acids. This is classified
as a Dissolver.
Degrades synthesised matter much quicker
than biological matter. This is classified as a
Dissolver.
Degrades biological matter much quicker
than synthesised matter. This is classified as a

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Biocides
Necrotic
Neurotoxin
Flammable Fuel
Explosive Fuel
Glycolysis
Solidifier

Liquefier

Vaporiser

Dissolver.
A toxin that breaks down plant matter. This is
classified as a Poison.
A toxin that quickly destroys living tissues.
This is classified as a Poison.
A toxin that affects the nervous system. This
is classified as a Poison.
A liquid fuel that is highly flammable.
A solid fuel that is highly explosive.
A highly volatile gaseous fuel.
A substance that changes the state of other
compounds to solids. This is classified as a
Catalyst.
A substance that changes the state of other
compounds to liquids. This is classified as a
Catalyst.
A substance that changes the state of other
compounds to gasses. This is classified as a
Catalyst.

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