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The Travel

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36 views2 pages

The Travel

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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THE TRAVEL – Science Fantasy Adventure Game

by Yori Henrique
Setting of Play:
It's a devilishly crazy scenario of alternate dimensions.
It is a base dimension of portals where adventures begin
and end. Let's just call it Horatio Club. Why? Because...
"There are more things between heaven and earth, Horatio,
than our vain philosophy dreams of".

It is a comfortable crossroads between all the universes


that are, were or could be. An intermediate station and a
checkpoint. The adventuring party doesn't need to have
entered all together, nor do they need to be from the same
world. The doors of the Club do not open by chance. No one
knows (or will say) what mysterious power controls them,
but whoever it is, has surprising knowledge about the
guest's skills, and the evils and injustices that exist in
the myriad of dimensions as these people are ideal for
fixing.

The group will travel by eldritch portals between the


uncountable crystal spheres strung delicately across the
hump-backed sky. What the group encounter on those spheres
and in those liminal places is anybody’s guess. People and
artifacts from these worlds which will suggest the shape of
things. The adventure and wonder is in the gaps; your game
will be defined by the ways in which you fill them. The
enemies that characters will encounter are not like them —
they are simpler machines that produce similar results.

Character Creation:
Each player needs to make a character in the game. This is
the person they act as.

1/Name: What is the name of your traveller?


2/Job: Determines background and aspects.
3/Gift: Supernatural abilities. Needs concentration and
some water to be used. These spells are freeform. Describe
what you want and your referee tells you how the spell will
work.
d6 Job

1/Hunter: With your trusty weapon, roam the dimensions in


search of your prey.

2/Lawyer: People can tell you're high born. Might be the


outfit, rapier and a certain je-ne-sais-quoi. You work to
maintain law and order.

3/Medic: You have a PhD and know how not only save people
from dying but even fixing them.

4/Outlaw: Used to be a cut-throat, killing and stealing for


living. Often have cause to wander. Enemies come naturally
from both sides of the law and it pays to keep ahead of
trouble. Armed with poison and your trusty weapon.

5/Pilot: Aviator jacket, a pack of cancer sticks and a hot


shot attitude. You're a war veteran.

6/Techie: You love machines, more than people. No matter


what country, sphere, or abstract dimension you may find
yourself in, you want to know how machines operate and how
to hurt them. Take a wrench.

D6 Gift
1 Arcane Sight
2 Energy Blast
3 Feral Form
4 Blade of Greenish Flame
5 Healing Wounds
6 Telekinesis

Attack Rolls:
Roll a single ordinary (six-sided) die. 3 or
less is awesome. Treat this like rolling a critical
success. 4 or more is good, but there’s a cost, choice, or
consequence.
Violence:
A character can get hit about 4 times before dying. The
referee determines the gravity of a hit. The referee is
free to knock out or injure a character if the narration
and common sense warrant it. The referee may decide to keep
your exact number of hits to themselves, so you don't get
distracted by numbers.

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