Tempus Omni is an IP created by Sean Jaffe of Eschaton Media, originally for a Tabletop Roleplaying Game (available for purchase here). If you’re already aware of the Tempus Omni setting, welcome! Due to the transition from a TTRPG in a LARP, a few small changes have been made to the way a few things will work, but most things will stay the same.
The most important thing about Tempus Omni is that it’s a setting created specifically to facilitate whatever story you want to tell. The details are left intentionally abstract and the lore is welcoming for interpretation. We’ll cover a few of the basics here, but we’ll talk about everything you need to know at the game.
The Migrators: Quite simply, the migrators are people who mysteriously seem to have the ability to travel instantly through time (and space) very much at random. They don’t know how, or why, this happens, although it seems to be “encouraged” by contact with water- drinking, swimming, even getting caught in the rain can cause a “Shift”- a random jump in time.
Migrators rarely remember much about their lives before they became Migrators. It’s very much like dreaming, and while some may pine for lost loves and homes, their memories are blurry and indistinct. The life of a Migrator is constantly changing, and they seem to be selected for those who can best accept this in stride. Migrators tend to be capable, adaptable, and intelligent.
Hyper-competence: Migrators have several powers and abilities that seem to aid them very much in their journey. Foremost is hyper-competence- there’s simply very little that the migrators are really bad at. They’re very much like movie heroes- capable of a wide, wide range of skills, but truly gifted in some areas.
The Babel Gene: Migrators seem to have a strange ability to speak and read the language of wherever they “land” fluently, even if they don’t know it. A french-speaking Migrator hailing from the Norman invasion era can speak perfectly conversationally to a wasteland Gas Scavenger from the Backslide-Era American Southwest and both parties will understand each other just fine. It is unknown how this “ universal translator” works. (During the LARP it seems to be ever so slightly on the fritz, so feel free to speak in other languages or with accents if you want to, or enjoy the perfect excuse to not bother!)
The Assimilation Array: One of the first minor changes from the original IP, shape changing clothes simply aren’t as possible in a physical setting. As much as I’d love to figure out a way to make it work, it’s much more fun to wear clothing appropriate for your character’s timeline rather than plain whites! Instead, people from all timelines will simply seem to not notice that what you’re wearing is absolutely ridiculous. Neat!
The Compensator: Perhaps the most important ability in the Migrator’s quiver is the Compensator. The compensator, from a Migrator’s point of view, is a confusing memory of an image (usually accompanied by a specific sound, smell or emotion) that appears right after the initial sensations of a Shift. It is usually accompanied by a sensation of pain or discomfort in the back of the neck. (This will be represented with symbols that indicate what kind of content is on the other side of the Shift, allowing you to opt-in or out of content based on your tastes.)
The Forsaking: The surest way to cease to be a Migrator is to cop to it. The instant a Migrator starts to flaunt knowledge of the future or strange abilities in such a way as to arouse suspicion in the Temporal Locals, the system shuts down. Within hours, the Migrator will simply forget ever having been a time traveler and will begin to assimilate into the local culture. Your character will feel this coming on (we’ll tell you). It’s just going to be more fun if you try to stay somewhat covert and play the role instead of kicking in the door to a 1400s French hovel with cell phone and an uzi. (That gag is only good once before it starts to get old.)
Mental Filter: This oddity automatically strips your mind of all the historically appropriate racism, sexism, ableism, queerphobia, religious intolerance, sexual assault, and other crappy stuff that we don’t want at our game. Your character just forgets they ever did it! If we could only use it on people in the real world. (The true scum of history would never get to be a Migrator anyways, so please don’t try to do any morality plays about Nazis or slaveowners having to grapple with this newfound wokeness.)