The first generation of Semper Mort in the Redeemed South are tidy intellectuals. Most were recovered from an underground facility beneath a pre-Fall medical university. This compound has grown into a settlement known as Mercy and is home to all kinds of people of many strains. The Semper Mort govern the settlement closely and offer any who wish to settle in their community shelter, food and trade training in return for regular blood donations.
The first generation have been awake long enough to sire children who have come into adulthood, and there are far more naturally born Sempers in the region than there are the awakened. While many tend to stay closely bound to their parents and their medical research, those who have chosen less studious lifestyles are often unaware of any details of the research done in Mercy’s facilities at all.
Semper Morts of this region all hail from a settlement called Mercy where concerted efforts to recover historical knowledge has helped them regain their intelligence, society, and culture. Wild children or the young of mind are unheard of in this area. At this time only concepts for naturally born Semper Morts concepts hailing from the Mercy settlement and compound will be accepted. Due to their unique condition are often regarded with fear and disgust. With a hunger for the blood within the bodies of the living, the Semper Mort have a difficult relationship with most other Strains, similar to that of the Full Dead and to a degree the Lascarians.
They must have enlarged fangs in their mouth, either a full set with every tooth sharpened or a pair of pointed fangs, and must depict their twisted, clawed hands as well. Local Semper Morts are often found wearing medical scrubs and pre-fall University wear.
|Hunter's Claws||All Semper Mort have twisted hands and pronounced nails, but some develop these claws into dangerous weapons. They are more effective at fighting with their hands|
|Mortal Bonds||Semper Morts can feed on any living target by latching on and slowly feeding, regaining health at half the rate that they inflict|
|Blood is the Life||Blood from the veins a living character can be used to isntantly stabilize a Semper Mort at great damage to the donor|
|Curse of Sulmber||All Semper Morts suffer from Amnesia, preventing them from using Lores while performing advanced research|
|Predator's Need||Meals or Brews cannot be consumed without first ingesting a substantial amount of blood from a living being|
|Twisted Hands||Knuckle augments used with brawling can never be worn by a Semper Mort|
In Dystopia Rising, you start with one Profession. This Profession should define how you portray your character and will give you access to more skills for you to purchase with your experience points. We've broken the nearly forty professions down into six categories. This process is built to make character creation more streamlined to those new to the system, but at any point you absolutely can create your own character from scratch directly from the rulebook.
Before we get into the different archetypes, we want to highlight that every single character can fight and defend themselves, use cool items, and participate in the economy and socialization that takes place in the world. Picking a specific archetype is more about what your characters focus will be and less about what your character will avoid.
To build weapons, armor, food, drinks, and any of the over one thousand items in the game, you need raw materials. Materials can be found through scrounging, farmed in a garden, fished from the lake, hunted in the woods, broken down from enemy weapons, or traded/purchased from others on your way into town.
|Farmer||Gather herbs during the event get produce at check in|
|Fishmonger||Get all sorts of Fish during the event|
|Hunter||Hunt for all manner of Produce during the event|
|Jones||Explore the ruins of the old world at check in|
|Scavenger||Scrounge herbs, scrap, and other things during the event|
The skill needed to turn raw materials into finished goods is nothing to scoff at. Many professions allow individuals to dabble here and there with the basic creation of brews or patching up broken weapons and armor. Below you'll find the professions that exemplify mastery of each craft. Each path is easy to start but will take time to master.
|Cook||Utilize herbs and produce on an Engineered Kitchen to make food that gives in game benefits|
|Distiller||Utilize herbs on an Engineered Still to make brews that give in game benefits|
|Engineer||Utilize an Engineered Forge to make Stills, Kitchens, Workbenches, Forges, Printing Tables, and more|
|Mad Scientist||Use Science! to make unique and awesome gadgets|
|Printer||Make copies of blueprints used by all crafters to create items|
|Tinker||Build, improve, and repair weapons, armor, and gizmos on an Engineered Workbench|
Navigating the social landscape of a new settlement can be a challenge for those trying to make a name for themselves. Through how they command a room or their ability to make deals and trades, a good socialite knows when its their turn to talk and when its time to listen.
|Caravan Driver||Can trade different levels of scrap and herb at check in|
|Entertainer||The life of the party. Able to restore mindpoints through performing for an audience|
|Merchant||Knowledgeable with rumors and the seedier side of the market, Merchants can easily identify a good deal|
|Politician||The socialite jack of all trades. They can command a room while also protecting their back|
|Publican||Someone prepared for all situations and ready to make money doing so|
|Teacher||Able to efficiently learn lores faster and easier than anyone else|
When people are hurt, physically, emotionally, or spiritually, they'll need someone to rely on. Whether that's through a quick bandaid, a medical procedure, a deep discussion about faith, or a hard discussion about why you feel how you do, a support character has the right tools for the job.
|Doctor||The most proficient class for restoring hitpoints|
|Priest||Spiritual community leader able to channel their faith to fix almost all your problems|
|Psionist||An abomination of the Gravemind. Much of what they do has consequences but they're great at keeping people alive|
|Jones||Explore the ruins of the old world at check in|
|Sawbones||Field medics. No profession can get people quickly and safely patched up better than them.|
The prim and proper way of conducting business can sometimes take ages. Maybe there are just some things you want to get your hands on that other people would rather you not have. At the end of the day, there's a buyer and seller for nearly everything out there. You decide whether you're pushing a seat at a card table or a highly addictive drug that could save your life (if you don't use it recreationally first)
|Charlatan||Silver-tounged masters of converation. They know how to talk their way out of every situation|
|Gambler||Quick hands and a quicker wit. You'll find these individuals winning cards and dice or being thrown out for cheating|
|Hook-Up||Is there something you want that you can't find? Well I know a guy who knows a guy...|
|Ring Leader||Spans the gamut between a charismatic tough leader and someone who is not afraid to get their hands dirty|
|Scoundrel||The criminals version of a Jack of All Trades|
|Spy||The type of person who can hide right in front of you, whether in shadows or in disguise|
|Thief||Anything that's not nailed to the table is basically asking for a free ride in this person pouch|
Everyone can swing a bat or shoot a gun but not everyone can do it with the finesse it takes to make a career out of it. The bond between these individuals, their weapons, and their goals is one that you should not interfere with.
|Assassin||Stealthy contract killer that works for the Guild|
|Guard||Strong defensive combatant and protector|
|Gunslinger||An honorable sharp shooter|
|Officer||Versatile and specialized fighter|
|Primitive||Deadly close and ranged combatant|
|Sniper||Stealthy gun aficionado|
|Soldier||Melee rock star|
|Thug||Dirty fighting close combatant|