Professional Documents
Culture Documents
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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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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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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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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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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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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Description
Bullet
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bricks, throwing
knives, or shuriken.
10
15
40
40
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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.
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
2
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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.
Cost
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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.
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
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.
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.
Cost
10
1
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Metheum Oil
3
9
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1
3
9
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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
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1
3
9
27
15
45
135
1
3
5
1
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A Pocket Universe Production
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.
5
5
7
2
3
3
2
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A Pocket Universe Production