Traveler
From SCross
Desc: They look like you or me, in fact, maybe we're one of them... You never know. Travellers come from other places, places not of Gaia, not even of the Dungeon, though some rare few travel through the Dungeon to reach here. Some by accident, some on purpose. Each of these rare beings is unique to itself, from a world so very different from our beloved Gaia. Gaia does not favor foreign matter, diseases. Monsters know them, know the bloodlust towards them. A stranger in a strange land, whisper prayer to the all father that you never need to be quite that alone...
Advantages:
Outside Perspective: You have a special ability all to yourself, depending on where you come from. This may be a magical trick, a bit of technology, some knowledge or skill. Whatever it is, it must be worked out with staff and jnoted. It should be fairly potent, and is the last shred of your old world you have to take with you.
Not of Gaia: Gaia does not tolerate pollution of her life stream, and you do not belong. When 'death' finds you, you slump to the ground, and stare from lifeless eyes, watching, listening, even tasting the world, but are unable to rejoin it. You remain in critically wounded status permanently until you are hit with a raise spell. Spells that would detect life will notice the faintest glimmer within your essentially dead form. Spirit detection will notice your trapped soul.
Gaia's Scorn: Due to the way your body's energies run differently than others, you have an easier time disrupting magical flows. Any time a special ability, or magic spell, is activated within 20 feet of you, you may try to interrupt it with a defensive action. A single success on a +check Willpower vs 19 prevents the power from manifesting.
Disadvantages:
Hated: Monsters will attack you, even if well fed. If others are around, they will continue to attack you single mindedly, ignoring all other danger sources. While doing so they enjoy +1 success and +10% resistance to everything.
Disease: Eventually, Gaia will seek to drive the sickness from her flesh. The great WEAPONS will rise against you. You were warned.
Stranger: Something about you is... odd... No one can put a finger on it exactly, unless you advertise, but you are strange. There's a palpable aura of otherworldliness about everything you do.
Traumatic Death: If you remain critically wounded longer than the standard 3 rounds, you lose 1 point of intelligence and willpower permanently, assuming you are eventually revived.
Rarity: Unique
Homeland: Anywhere but here.
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