Travellers

The metaphysical curiosity that is the nexus gate 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 gate into this dimension and became stuck.

PHYSICAL DESCRIPTION

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.

CULTURE

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. In Midnight City, a converted warehouse called ‘The Temple of Lost Gods’ is a common gathering place for Travellers who seek a quiet place to pray to the gods of their home dimensions, struggling to maintain some connection to the lives they once had.

TRAITS

Traveller traits are variable and can be selected by the player at character creation. Any trait that is purely cosmetic can be had at no cost.

Multiversal Being: A traveller can choose two of the following at character creation: A first level greywave spell, a first level psywave spell, a General Skill, a Cybernetic Implant, or a Biotech enhancement.

SPECIES ABILITY

Contact a GM to construct your character's custom species ability, or, base one off of the abilities of the other races. All species abilities are limited to one use per quest or duel.

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