1d4 Fast Food Chains



1 Pizzeria Famiglia
'Anything for Family'
Serves pizza by the slice or whole and garlic bread. The flagship store offers an extended menu of whatever traditional recipes Nonna decided to cook that day.
$8/plate
Discontinued: Calamari

2 Clucker's
'It's finger-suckin' good!'
Changed their name and slogan to Chicken Hut and 'Feeling peckish?' in an attempt to rebrand, but it hasn't worked. Serves chicken in all its forms, potatoes in myriad fried guises, cole slaw, and biscuits. Offers an egg-centric breakfast menu until 10am.
$5/plate
Discontinued: Balut

3 Mr. Grill
'Hear the sizzle, taste the smoke.'
Started as an average drive-in diner but changed focus to meat. Serves burgers, hot dogs, ribs, steak, anything that comes from an animal and can be slapped on a grill. Their signature root beer and floats are the only holdovers from the original menu. Orders are still brought out by carhops on roller skates.
$14/plate
Discontinued: Eel donburi

4 Taco Fresca
'Que sabor!'
Serves mexican food, supposedly. It's the opposite of authentic but it's tasty, cheap, and there's a lot of it. Open 24/7. Has exclusive pop flavors that rotate each month.
$3/plate
Discontinued: Pizza, cuy

Folk of the Trails



Vaquero
A vaquero's life is spent on the trails, shepherding others through the trackless wilds. Terrain most people would consider unnavigable. You've never had trouble finding your way and you've always made sure everyone depending on you got where they're going safe and sound.

Possessions:
Lasso
Guitar
Dented coffee pot
Duster (as light Armor)
Twin pearl-handled revolvers (Damage as Pistolets)
Iconic hat

Advanced Skills:
3 Ridin'
3 Ropin'
2 Quickdraw
1 Campfire cookery
-1 Instrumentation

Special:
Horses love you.
Non-euclidean spaces stabilize around you and anyone with you.



Bounty Hunter
It's your job to find people. sometimes they're wanted, sometimes they're missing, and sometimes they haven't done anything at all. You fetch them and get paid. You're not popular, but you're very good at your job.

Possessions:
Binoculars
Dartgun (Damage as Fusil, non-lethal, paralyzes and knocks target unconscious after 5 minutes)
Beat-up laptop
Bag of burner phones
Portable cassette player and headphones

Advanced Skills:
3 Sharpshooting
2 Awareness
2 Investigating
2 Stakeouts
1 Music trivia
1 Wrestling
-2 Philosophy

Special:
You can sense where anyone is in The Trails or on The Road as long as you know their full name and something personal about them.



Wanderer
It's not always a good idea to use the main roads. Not safe to be out under the eyes of other travelers and the CC TVs. Better to stay out of sight and make your own way.

Possessions:
Patch-encrusted jean jacket
Worn boots
Walking stick (Damage as Polearm)
Rainbow-anodized gas station knife
Gym bag (Slots as 2 Backpacks)
Cigarillos

Advanced Skills:
3 OpSec
3 Temerity
2 Making friends
2 Orienteering
2 Scrounging
-1 Relaxing
-1 Trusting

Special:
You can find lost trails and forgotten roads or forge new ones to go wherever you want.

Folk of The Road



Hitchiker
You love the road and The Road loves you. It's your one true and constant companion in a life on the move. People always tell you it's dangerous and that you shouldn't travel alone but they don't know what they're talking about. You're never alone.

Possessions:
Towel
6-Pack
Harmonica
Hatchet
Notebook of viscerally terrible poetry

Advanced Skills:
3 Companionable silence
3 Menacing silence
3 Navigation
2 Spirit communication
2 Trekking

Special:
You can always find someone or something to give you a ride.
You can call on The Road to give you something you need (shelter/defense/resources fallen off a truck) once a day.



Longhauler
Sometimes it gets boring driving the same routes over and over, but at least the places they send you are interesting. You even like some of them. By now you know the way well enough that the distances all meld together into a single fleeting moment of Travel. You always make excellent time.

Possessions:
Sleeper cab
Mesh snapback
Paper maps
Audiobooks on CD
Sack of beef jerky and dubious stimulants
4d6 empty bottles
Cargo*

Advanced Skills:
3 Driving
3 Spatial awareness
2 Logistics
2 Shortwave radio
1 Chain-smoking
-1 Karaoke

Special:
You can move freely along The Road, shortening travel time to destinations you've already visited. Trips that'd normally be longer than 30 minutes take 15 for you and trips that'd be longer than an hour only take 1 hour.
You always have a Cargo. What it is, how much it weighs, and what it's worth changes with each stop you make but it's always at least 600 lbs and 10,000 SP. It takes 1d3 hours to unload and take on new Cargo at a stop.



Tourist
Traveling is wonderful. You get to see new places, try new things, meet new people, and everyone's always so nice. It's a shame you can never stay as long as you'd like, just a few days before you've got to move on again.

Possessions:
Elaborate camera
Flamingo-print bucket hat
2d6 Guidebooks to cities you've visisted
"100 Most Haunted Houses" paperback, heavily annotated
A disorganized wad of visitors' pamphlets for local attractions and restaurants rubber banded together

Advanced Skills:
4 Curiosity
2 Confidence
2 Improvising
2 Making reservations
1 Forensics
-1 Local customs

Special:
You can learn the history of any place within 100' of a road just by focusing on it. The events of the past play back for you as visions. It takes 3 minutes of still, silent mediation to look back over a year and no limit to how far back you can go except for your endurance. After you spend 3 days in one place your visions start randomly appearing to others.

The Road



Roads siphon a little life from everything that travels over them. In time they become living entities themselves, a network of semi-dormant creature-consciousness that spans entire continents, practically a god. That emergent entity is The Road. It's been with us for as long as we've made paths to follow and only grows stronger as we build more.

All roads are part of The Road, whether it's a tiny footpath, dirt two-track, or six-lane highway. All roads that join and carry people build the pattern that is The Road. The older a road is the more powerfully it's woven into the network, a foundation that descendant roads mimic. The larger a road is the more traffic it carries and energy it gathers to feed The Road. "Arterial road" isn't just a metaphor.

On the fringes of The Road are The Trails. Indefinite sub-networks of unset ways. Desire paths, forgotten streets, areas that are off the map. They cling to The Road as parasites, drawing energy from it to sustain their own shifting paths. If you know a Trailhead or want to find one badly enough, you'll slip through.

The longer you spend on The Road the more familiar it gets and the more likely it'll respond. The more often you hit The Trails the better you get at finding your way and the easier it is to get in.

Safe travels.

Travel Dice Set

I usually carry dice on me. Not because I want to be ready to play at all times, but because I like dice and it's nice to have some on hand. For my everyday carry I pick three polyhedral 7-sets and swap them out depending on what color or style appeals to me at the moment. If I'm going to a game I'll bring a bigger bag of ten or twelve sets, because why not? I won't use them all, but it's fun.

If I'm going on a trip though, I'll take the travel set.

The travel set is put together with utility in mind. It's a bag of dice I can throw in my backpack and not worry about that'll let me play pretty much any game I might run into.

It's a polyhedral 7-set, a 10d10 set, and three d6s all in Chessex Opaque Pink w/White. (I considered adding a second d20, but it's not really necessary.)

I picked that color, style, and combination of dice for a few practical reasons:
  • Opaque dice are inexpensive and easy to replace, so if they get lost it's not a big deal it's just disappointing.
  • The pink that Chessex uses is extremely bright, so it's easy to find any dice that fall on the floor.
  • One unified, eye-searing color means it's easy to tell which ones are mine on the table.
  • It's the minimum number of dice you need to conveniently play most d6, d10, d100, d20-based games so I can pack lighter.
It works great. The only way it'd be better is if I could get the same combo in 12mm mini dice to make it even more compact.


1d100 Swords


1 Sword
2 Sword
3 Sword
4 Sword
5 Sword
6 Sword
7 Sword
8 Sword
9 Sword
10 Sword
11 Sword
12 Sword
13 Sword
14 Sword
15 Sword
16 Sword
17 Sword
18 Sword
19 Sword
20 Sword
21 Sword
22 Sword
23 Sword
24 Sword
25 Sword
26 Sword
27 Sword
28 Sword
29 Sword
30 Sword
31 Sword
32 Sword
33 Sword
34 Sword
35 Sword
36 Sword
37 Sword
38 Sword
39 Sword
40 Sword
41 Sword
42 Sword
43 Sword
44 Sword
45 Sword
46 Sword
47 Sword
48 Sword
49 Sword
50 Sword
51 Sword
52 Sword
53 Sword
54 Sword
55 Sword
56 Sword
57 Sword
58 Sword
59 Sword
60 Sword
61 Sword
62 Sword
63 Sword
64 Sword
65 Sword
66 Sword
67 Sword
68 Sword
69 Sword
70 Sword
71 Sword
72 Sword
73 Sword
74 Sword
75 Sword
76 Sword
77 Sword
78 Sword
79 Sword
80 Sword
81 Sword
82 Sword
83 Sword
84 Sword
85 Sword
86 Sword
87 Sword
88 Sword
89 Sword
90 Sword
91 Sword
92 Sword
93 Sword
94 Sword
95 Sword
96 Sword
97 Sword
98 Sword
99 Sword
100 Sword