The metaphysical curiosity that is the nexus point has allowed for a vast array of strange beings to stumble into our world. Comparatively rare, travellers are those who originated from another dimension but through various circumstances passed through a nexus point portal into this dimension and became stuck.
Far from a homogenous group, travellers can be anything from fantastical creatures to seemingly ordinary humans that simply originated in some other dimension. It is sometimes difficult to identify a traveller at first glance. Even the fantastical-looking travellers may get mistaken for mutants at first.
Note: all Travellers must be humanoid for ease of play. No sentient blobs, tentacle monsters, or talking dogs please.
Travellers are not a unified group. Each of them has their own culture and customs taken with them from their home dimensions. Some have an easier time adapting to this world than others. The most unusual looking travellers often face discrimination, but others will eventually be able to integrate.
Traveller traits are variable and can be selected based on a points system. Any trait that is purely cosmetic (strange eyes, a tail, et cetera) has no cost associated with it. Below is a list of available traits. Traits with a negative point cost (-1) are flaws that balance out the cost of beneficial traits.
All selected traits should add up to 1.
|10 Evasion||-1 Point|
|11 Evasion||0 Points|
|12 Evasion||1 Point|
|13 Evasion||2 Points|
|-2 stat points||-2 Points|
|-1 stat point||-1 Point|
|+1 stat point||1 Point|
|+2 stat points||2 Points|
|Enhanced Vision (Infrared or Night)||1 Point|
|Light Sensitive (-1 to roll in natural light)||-1 Point|
|Low Constitution (poisons do 2x damage)||-2 points|
|Custom||Contact a GM|
Contact a GM to construct your character's custom racial ability, or, base one off of the abilities of the other races.