The Traveler
Brief History:
Every civilized world needs a good courier service. This is no different between the celesitals. The Traveler has the means and passion to move goods, people, and power between the worlds. The Traveler also has immense knowledge of each realm, what kind of economies they have, and any necessary commodities they are lacking.
Most mortals don't trust the Traveler because she covorts with a lot of the more unsavoury Celestials, and if you ask the Traveler for something, you're not given a choice where it comes from. Many rare ingredients and materials are only available from the deepest corners of the unknown. Fiendish Metal is a well known material whos source is only known by the Traveler and their plane runners.
The many realms the Traveler has access to have a lot of strange physical and temporal properties. She has taught her followers how to open up very small gates to those realms to take advantage of those properties, allowing them to manipulate time and gravity in small areas. Followers of the Traveler are also able to reach into other realms and grab lesser creatures from the many realms and control them, but the larger and smarter creatures and beings are beyond follower's ability to control.
Realm Description
The Traveler's Realm is a complex labrynth of tunnels and hallways. Many gates can be found, opened, and traveled through. More commonly traveled gates are usually found close to each other to prevent the denezins from getting lost when making trips back and forth.
The inhabitants are usually small, quick, and able to lift surprisingly large loads. They are also regularly carrying large backpacks, pouches, or some even have massive cavities in their body to stash large quantities of items. All of these creatures are usually friendly enough to point you in the direction you need to go, but prefer to interact with mortals as minimally as possible. They are very defensive however and if someone attempts to rob them, they will attempt to run away or fight to the death if fleeing is not an option.
The environment around the gates tends to be similar to the environment where the gates lead. A gate leading to the Earth Shaper's Realm will likely look like a rock tunnel, a gate leading to the Scribe's Realm will likely resemble walls lined with books, etc. Because of this, lesser creatures may inadvertently wander into the Traveler's Realm and get lost among the many passageways. Some natives like to capture and domesticate these creatures, and even allow followers to summon these newly domesticated creatures to defend themselves with.
Sanctity Levels
- None: Most places
- Low Sanctity:
- Normal Sanctity:
- High Sanctity: Inside a temple to the Traveler
- Very High Sanctity:
Power Investiture
Power Investiture 1 (Acolyte): 10 points and DutyPower Investiture 2 (Cleric): None
Power Investiture 3 (Champion): Unusual Background (Blessed by The ) [15]
Power Investiture 4 (Zealot): None
Duty: Courier Services
Spells
Acolyte:
- Beacon: "Softens up" local space-time and allos that area to be more easily teleported or plane-shifted into.
- Trace Teleport: When cast soon after someone or something teleports or plane-shifts in or out, this spell gives the caster a vision of the destination of the ported subject.
- Seek Gate: Tells the caster the direction and distance of the nearest Gate.
- Scry Gate: When cast on an open gate, this spell allows images, sounds, and smells to come through it from the other side.
- Quick March: Doubles the distance you can Travel in a day.
Cleric:
- Hinder: Reduce the target's Move and Dodge.
- Haste: Increase the subjects Move and Dodge.
- Planar Summons (The Earth Shaper's Realm): You can summon a denizen of the Earth Shaper's realm and try to control it.
- Create Door: Create a door in a solid object. This door opens up to the far side of the object.
- Control Gate: Forces a Gate open or closed. You can also slowly shift the opening.
- Slow Time: Slow the passage of time in an area.
- Accelerate Time: Accelerate the passage of time in an area.
Champion:
- Air Vortex: Turns a number of targets vaporous and moves them across a possibly large area.
- Plane Shift (The Mortal Realm): You can transport yourself and your equipment back to the Mortal Realm.
- Plane Shift Other (The Mortal Realm): You can transport someone else and their equipment back to the Mortal Realm.
- Phase: You may avoid an attack by phasing out of this plane of existence for a moment.
- Phase Other: As Phase, but usable on others.
- Create Gate:
- Hide Object: You can stash an object in a small pocket dimension.
- Slow: Slows down the subject a great deal. This removes half of their turns.
- Pull: Pull objects to a single point.
- Repel: Repel objects from a single point.
Zealot:
- Bless*: Gives a small bonus on any die rolls that are made during combat or are associated with traveling.
- Curse*: Gives a small penatly on any die rolls that are made during combat or are associated with traveling.
- Planar Summons (The Traveler's Realm): You can summon a denizen of the Traveler's realm and try to control it.
- Plane Shift (The Traveler's Realm): You can transport yourself and your equipment to the Traveler's Realm. This spell does not teleport you back to the Mortal Realm. An Incantor or other celestial being is needed to get back.
- Plane Shift Other (The Earth Shaper's Realm): You can transport someone else and their equipment to the Earth Shaper's Realm. This spell does not teleport you back to the Mortal Realm. An Incantor, Champion of The Traveler, or other celestial being is needed to get back.
- Teleport: Instantly moves you to another location.
- Teleport Other: Instantly moves someone else to another location.
- Blink: Avoid an attack by teleporting instantly out of its way and into an open spot nearby.
- Blink Other: As Blink, but usable on others.
- Teleport Shield: Makes it more difficult for a target to teleport or blink into or out of an area.
- Sanctuary: Stash yourself in a small pocket dimension.
- Suspend Time: Time is suspended in the area.
- Time Out: Pulls the area out of time. To the subjects inside the area, it seems like Suspend Time has been cast on everyone outside of the area. If the caster dies during the spell, all subjects just disappear from the world and time resumes normally.
- Great Haste: Speeds the subject up a lot. This doubles the number of turns the subject gets.
Powers
These are advantages that you can buy because of your devotion to your diety.
- Travel Tunes: Affliction (Enhanced Move: Ground 1 + Beneficial Song + Doesn't Require Concentration) + Traveler Essence 8 [36]
You sing, hum, play your instrument, etc. to activate this ability. Anyone of your choice who comes within 2 yards of you may succeed a Perception roll (the target has a bonus equal to your Power Investiture level) to be affected. Those affected will double their Basic Move when moving on the ground. This is very useful for halving travel timesYou must be playing music or singing the entire time, but the person does not need to remain in earshot. This also does not require a Concentrate Maneuver, so if you need to do other things, you can just be humming a tune or playing a small instrument with your free hand. You only keep this for 1 minute after leaving the area, so if you get separated, you may fall behind.Requires Power Investiture 1 (The Traveler) and Singing or Musical Instrument skill of 14+ - Time Dialation: Altered Time Rate + Traveler Essence 20 [80]
To you, time seems like it's almost standing still. During intense moments, you are never rushed to think of a plan. In combat, this means you gain an additional maneuver every turn (Feint, Evaluate, and Aim always take the full turn). If you have one level of Compartmentalized Mind or Extra Attack, this means you get to make up to 3 Concentrate or Attack maneuvers per turn. It doesn't double their effectiveness. Outside of combat, you are also very useful. You can move twice as fast (or three times as fast if taken twice) as the average person and when Creating Equipment, divide the necessary time by 1/2 (or 1/3 if taken twice). This does not affect the speed of energy recovery, regeneration, or enchanting. This package may be bought twice.Requires Power Investiture 3 (The Weaver) - Can't Stop Now: Enhanced Move: Ground 1 (Only at 0 or less) + Bastion Essence 1 [6]
When you are reduced to 0 or lower Hit Points, your ground speed doubles. This completely negates the Basic Move penalties of Reeling.Requires Power Investiture 2 (The Traveler) and CANNOT be taken with the Berserk Disadvantage - Dimensional Pocket 1: Payload 15 (Fixed ST + Can be Stolen) + Traveler Essence 1 [7]
You have a small sack that contains a portal to a separate dimension. The sack and its contents are weightless while inside. The neck of the bag can stretch wide enough to fit a large person through, though it's not recommended. You can carry up to 30 pounds of equipment in this sack. There is no air inside the sack, so things that would normally decay are preserved for much longer. If a living creature were to be placed into the sack, it would immediately begin Suffocating. If the bag is stolen or lost, you can create a new one. This destroys the previous sack and its contents are lost to you.Requires Power Investiture 1 (The Traveler) - Dimensional Pocket 2: Payload 30 (Fixed ST + Can be Stolen) + Traveler Essence 3 [12]
You have a small sack that contains a portal to a separate dimension. The sack and its contents are weightless while inside. The neck of the bag can stretch wide enough to fit a large person through, though it's not recommended. You can carry up to 60 pounds of equipment in this sack. There is no air inside the sack, so things that would normally decay are preserved for much longer. If a living creature were to be placed into the sack, it would immediately begin Suffocating. If the bag is stolen or lost, you can create a new one. This destroys the previous sack and its contents are lost to you.Requires Power Investiture 2 (The Traveler) - Dimensional Pocket 3: Payload 60 (Fixed ST + Can be Stolen) + Traveler Essence 6 [24]
You have a small sack that contains a portal to a separate dimension. The sack and its contents are weightless while inside. The neck of the bag can stretch wide enough to fit a large person through, though it's not recommended. You can carry up to 120 pounds of equipment in this sack. There is no air inside the sack, so things that would normally decay are preserved for much longer. If a living creature were to be placed into the sack, it would immediately begin Suffocating. If the bag is stolen or lost, you can create a new one. This destroys the previous sack and its contents are lost to you.Requires Power Investiture 3 (The Traveler) - Dimensional Pocket 4: Payload 120 (Fixed ST + Can be Stolen) + Traveler Essence 12 [48]
You have a small sack that contains a portal to a separate dimension. The sack and its contents are weightless while inside. The neck of the bag can stretch wide enough to fit a large person through, though it's not recommended. You can carry up to 60 pounds of equipment in this sack. There is no air inside the sack, so things that would normally decay are preserved for much longer. If a living creature were to be placed into the sack, it would immediately begin Suffocating. If the bag is stolen or lost, you can create a new one. This destroys the previous sack and its contents are lost to you.Requires Power Investiture 4 (The Traveler) - GRAB FROM OTHER WORLD 1: Snatcher + Traveler Essence 16 [64]
By concentrating for 10 seconds and visualizing what you need, you may attempt to grab an item from one of the many available realms outside of here. A successful IQ roll is necessary to manifest the item. The item cannot be more than 5 pounds and must fit in your hand. To attempt, you must have your hands free (you have a -3 penalty to IQ roll if your hands are bound). It cannot be an exact copy of something in the mortal realm, however you can attempt to find something similar.Each attempt, whether successful or not, costs 2 FP. These items will disappear whenever you dismis them or attempt to use the ability again. The items quietly crackle with otherworldly energy while you have them. Merchants will not buy them off you.Requires Power Investiture 2 (The Traveler) - GRAB FROM OTHER WORLD 2: Snatcher (Large Items) + Traveler Essence 24 [96]
By concentrating for 10 seconds and visualizing what you need, you may attempt to grab an item from one of the many available realms outside of here. A successful IQ roll is necessary to manifest the item. The item cannot be more than 5 pounds, but it no longer needs to fit in your hand. To attempt, you must have your hands free (you have a -3 penalty to IQ roll if your hands are bound). It cannot be an exact copy of something in the mortal realm, however you can attempt to find something similar.Each attempt, whether successful or not, costs 2 FP. These items will disappear whenever you dismis them or attempt to use the ability again. The items quietly crackle with otherworldly energy while you have them. Merchants will not buy them off you.Requires Power Investiture 3 (The Traveler) - GRAB FROM OTHER WORLD 3: Snatcher (Large Items + More Weight: 50lbs) + Traveler Essence 28 [116]
By concentrating for 10 seconds and visualizing what you need, you may attempt to grab an item from one of the many available realms outside of here. A successful IQ roll is necessary to manifest the item. The item cannot be more than 50 pounds, but it no longer needs to fit in your hand. To attempt, you must have your hands free (you have a -3 penalty to IQ roll if your hands are bound). It cannot be an exact copy of something in the mortal realm, however you can attempt to find something similar.Each attempt, whether successful or not, costs 2 FP. These items will disappear whenever you dismis them or attempt to use the ability again. The items quietly crackle with otherworldly energy while you have them. Merchants will not buy them off you.Requires Power Investiture 4 (The Traveler)
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Blessed Items
These are standard items that you might find for sale in a temple of The Earth Shaper. They are not Enchantable however.
- The Traveler's Holy Symbol (Small): 25 SP ($250) 0.25lbs
- The Traveler's Holy Symbol (Medium): 1 EP ($1,000) 0.5lbs
- The Traveler's Holy Symbol (Large): 4 EP ($4,000) 1lb
A small talisman inscribed with an open door that increases the Sanctity Level of a person holding it in their hand to Low Sanctity. The Sanctity Level drops by one rank for every week you spend without traveling 1 or more miles in a day.
A medium talisman inscribed with an open door that increases the Sanctity Level of a person holding it in their hand to Normal Sanctity. The Sanctity Level drops by one rank for every week you spend without traveling 1 or more miles in a day by foot.
A large talisman inscribed with an open door that increases the Sanctity Level of a person holding it in their hand to High Sanctity. The Sanctity Level drops by one rank for every week you spend without traveling 1 or more miles in a day by foot.
Legendary Items
These items cannot be found for sale in normal circumstances. There might even be only one of these in the world and you need to go on a mission to find it.
- The Traveler's Holy Symbol (Grand):
A large talisman inscribed with an open door with golden lining that increases the Sanctity Level of a person holding it in their hand by to Very High Sanctity. The Sanctity Level drops by one rank for every week you spend without traveling 1 or more miles in a day by foot.