Showing posts with label road. Show all posts
Showing posts with label road. Show all posts

1d30 Trail Markers and Blazes


Well-maintained roads with regular signs and mile markers to navigate by are a luxury that most travelers take for granted until they head out into more remote territory. But even less manicured routes, from small country lanes to dirt tracks that are little more than game trails, still need some kind of distinctive marks to let you know you're going the right way and still on the path at all. Out here they have:

1 Geometric patterns of cuts and chops that are easy to gouge into tree trunks and rock. They're simple to read once you've learned the code.

2 Bright neon spray paint blazes, all marked at a kid's eye level.

3 Bunches of rags, streamers, and ribbons tied to tree branches. The pieces are longer and more numerous as you approach towns.

4 Strings of glass beads and round glass suncatchers hanging from the forest canopy. They are always blue. Do not follow any other color.

5 Continuous lines of twine, wire, plastic tape, rope, or cable strung through the woods tied around trunks and branches. Locals can tell you what the material should be. If it changes or the line breaks turn back immediately.

6 Faces carved into tree trunks and boulders. They come in sets of two with one looking each way down the path. Some locals swear they change expressions, it's just too slow to notice easily.

7 Stumps and boulders that have been carved into deceptively comfortable thrones. Ask politely before sitting.

8 Precisely-stacked cairns. Anyone caught building a false or unauthorized cairn is stoned and buried during the construction of a new, properly-placed one.

9 Petroglyphs of the local animals, some long extinct, all depicted facing away from town. They're re-etched every year to keep them fresh and lichen-free.

10 A series of menhirs and standing stones. They weren't placed to mark the road, the road grew as people traveled to visit them.

11 Large table-like flat slabs of stone set beside the path. Their surfaces are all around waist height, perfect for setting down a burden for a quick rest.

12 Polished white stone plates set in the center of the path that reflect the sun and moonlight.

13 Brass tags nailed to tree trunks and convenient boulders, each stamped with the trail name and a mile mark.

14 Thin wood stakes with scraps of fabric or ribbon tied around them and stuck on either side of the trail like boring slalom gates. Sometimes the stakes break and are replaced with whatever random sticks are at hand.

15 Chest-high 3" square cedar posts that are set exactly 3 miles apart and sturdy enough to securely hitch horses and livestock. Their surfaces are charred to weatherproof them, then painted with horizontal white stripes.

16 Round poles, usually between 8' and 20' tall, made of wood, stone, brick, or metal as local resources allow. There's no code regulating their design so some are richly decorated, some simple, some dilapidated and almost falling over, but they're always placed properly along the road.

17 Life-sized statues of figures in archaic costume pointing the direction of the road and making gestures warning about upcoming hazards. The gesture code is highly stylized and ancient with some of it being centuries out of date.

18 Knee-high statues of the imperial dancing goat carved from local marble and set on concrete plinths. Their poses vary by province but the front hooves always point towards the capitol.

19 Man-sized stone lanterns spaced half a mile apart, each with a constantly-burning gas flame that illuminates the road and roadside for several hundred feet. The fuel reservoirs are buried 12' below each lantern, fed through a black iron pipe and topped off every few weeks.

20 Small artesian wells placed just far enough off the road to stay free of dust. Most have basins lined with hammered copper or light blue glazed tile, but some are thought to have healing water and made with unworked white stone.

21 Flowering crabapple trees that are pruned into distinctive unnaturally angular shapes. They're relatively short-lived by tree standards so their successors need to be grown in overlapping cycles. This means the active markers shift a short distance east along the road every 80 years or so once the old tree dies.

22 Albino oak trees that only grow within 30' of the trail. Their acorns won't germinate if you try to start them anywhere else.

23 Freestanding stacked stone archways. There's not always an obvious beaten path between them, just the ritual doorways that mark the way.

24 Clusters of bronze sleigh bells hung from the tree branches. They're traditionally mid-range tones, never high and tinkling or low and resonant.

25 Holes bored into the cliffsides that whistle like pipes when the wind blows.

26 Colorful long-tailed box kites tethered with lightweight steel chains that fly hundreds of feet in the air. Sometimes they break loose or get hit by lightning and cause minor havoc before eventually being replaced.

27 Ceremonial middens that started as haphazard piles of broken cart wheels, ruined gear, and other trash discarded along the roadside. Over the centuries they've developed into a formal ritualized system with travelers contributing material for luck when they pass.

28 Head-high columns with prisms set on top that shine beams of light in each direction down the path. The prisms seem like they're made of glass but are almost impossible to scratch.

29 Animated skeletons bolted on to iron posts. They're able to give directions and answer basic question but can be rude.

30 Swarms of magic lights that appear and harry you back to the trail if you wander off-track. Completely blind their targets to everything except the way back.



Traveler's Tools



Packed Animals
A baggie of bright colored capsules that expand into life-sized animated foam sponge animals when soaked in water. Each can carry up to 200lbs of cargo or pull 400lbs. They shrink back down and go dormant if they dry out completely. Do not tolerate riders. A bag contains 3 mules, 2 donkeys, 1 ox, 1 camel, 1 draft horse, 1 llama, and 1 elephant.

Tourist's Map
A pamphlet-sized glossy folding map that shows local spots of interest and hidden gems within a 2-hour trip. Focuses on places to eat, shopping, entertainment, natural beauty, and cultural and historical attractions. Updates itself as you move. Occasionally reveals dark and terrible secrets. Doesn't work in places you're familiar with.

Trekking Pole
Sturdy ironwood walking stick with a 5" titanium spike on the end and a chime bell tied to the grip with a worn friendship bracelet. Gives its bearer unfailingly good morale and immunity to mind and emotion-affecting influences.

Money Belt
A nondescript black leather belt with a zippered compartment hidden on the inner surface. Chance it creates enough money to cover 1 day worth of basic living expenses each dawn.
Roll d20:
1-9 Nothing
10-13 Coins
14-15 Paper bills
16 Promissory note (legit)
17 Gems
18 Unusual/obscure currency
19 Foreign currency
20 Counterfeit [roll d10+9]

Sunhat
Wide-brimmed gray straw hat with a brass star medallion on a black silk hatband and black glass beads stitched around the brim's edge. Collects light during the day and releases it at night. Tapping the medallion turns it on and off. Also has strobe, emergency SOS, and cycling RGB modes.

Multifunction Compass
A clear octahedral crystal set in a stainless steel frame hanging from a steel snake chain. The fluorescent green indicator needle floating inside can swing freely to point in any direction on the X, Y, and Z axes. A button on the frame cycles the compass between modes to let it detect and lead to magnetic north, food, water, shelter, danger, treasure, or friends.

1d100 Vehicles and Mounts



1 VW bug
2 Subcompact (1 AMC Gremlin, 2 Fiat 500, 3 Mini Cooper, 4 Ford Pinto, 5 Chevy Vega, 6 Oldsmobile Starfire)
3 Sedan
4 Wood-paneled station wagon
5 Pickup truck (1 rusted out, 2 vintage, 3 actual work vehicle, 4 shamefully spotless)
6 SUV
7 Panel van (1 contractor's - full of tools, 2 wizard mural, 3 converted to camper, 4 minivan - full of kids' sports equipment)
8 Sports car (1 convertible, 2 vintage muscle car, 3 F1 racecar, 4 supercar)
9 Limousine
10 RV
11 Bus (1 school, 2 city, 3 greyhound, 4 converted to RV)
12 Train 
13 U-Haul (1 8', 2 10', 3 15', 4 22')
14 Semi (1 cab only, 2 short trailer, 3 long trailer, 4 flatbed, 5 refrigerated, 6 converted to a mobile lab)
15 Road train
16 Tanker truck (1 water, 2 petrochemicals, 3 compressed gas, 4 liquid nitrogen, 5 milk, 6 raw sewage)
17 Dump truck
18 Cement truck
19 Bulldozer
20 Backhoe (1 compact, 2 amphibious, 3 long reach, 4 walking)
21 Steamroller
22 Skid loader
23 Forklift
24 Snowcat
25 Snowplow
26 Tow truck
27 Garbage truck
28 Mail truck
29 Food truck
30 Ice cream truck
31 Monster truck
32 Hovercraft
33 Ambulance
34 Fire engine
35 Police car
36 Armored car
37 Technical
38 Armored personnel carrier
39 Tank
40 Lawn mower
41 Tractor
42 Combine harvester
43 Golf cart
44 ATV
45 Snowmobile
46 Sleigh (1 horse, 2 dog, 3 troika, 4 reindeer)
47 Carriage
48 Stagecoach
49 Covered wagon
50 Hot air balloon
51 Glider (1 hang glider, 2 paraglider, 3 airframe, 4 motorglider)
52 Cessna
53 Helicopter
54 Private jet
55 747
56 Biplane
57 Bushplane
58 Seaplane
59 Blimp
60 Aerosub
61 Submarine
62 Aircraft carrier
63 Oil tanker
64 Container ship
65 Cruiseship
66 Superyacht
67 Paddle steamer
68 Tugboat
69 Sailboat (1 catamaran, 2 tall ship, 3 motorsailer, 4 skipjack)
70 Houseboat
71 Hydrofoil
72 Speedboat
73 Bass boat
74 Fanboat
75 Zodiac
76 Jetski
77 Sailboard
78 Kayak
79 Canoe
80 Bicycle (1 mountain, 2 moped, 3 vintage 10-speed, 4 recumbent)
81 Dirt bike
82 Motorcycle
83 Scooter
84 Skateboard
85 Unicycle
86 Tricycle
87 Pennyfarthing
88 Monocycle
89 Horse
90 Donkey
91 Mule
92 Hinny
93 Ox
94 Yak
95 Reindeer
96 Camel
97 Elephant
98 Ostrich
99 Zebra
100 UFO

1d60 Gas Station Purchases



1 Gas
2 Diesel
3 Windshield washer fluid
4 Motor oil
5 Air fresheners
6 Propane tank
7 Firewood
8 Charcoal briquettes
9 Lighter fluid
10 Marshmallows
11 Cigarettes
12 Cigars
13 Chewing tobacco
14 Ibuprofen
15 Dubious stimulants
16 Liquor
17 Wine
18 Beer
19 Coffee
20 Energy drinks
21 Pop
22 Lotto tickets
23 Newspaper (1 local, 2 regional, 3 national, 4 business)
24 Magazine (1 sports, 2 tabloid, 3 bizarrely niche, 4 porn)
25 Candy
26 Gum
27 Jerky
28 Cookies
29 Chips
30 Salsa
31 Ice cream
32 Hot dogs
33 Pretzels
34 Frozen breakfast burrito
35 Fried chicken
36 Sandwiches
37 Sushi
38 Cheese curds
39 Milk
40 Slushies
41 Ice
42 Bait
43 Bucket hat
44 Baseball hat
45 Souvenir t-shirt
46 Sunglasses
47 Headphones
48 Charger
49 Disposable camera
50 Lighters (1 opaque plastic, 2 metal with a picture of a wizard, 3 plastic with a picture of an eagle and flag, 4 USB-powered arc lighter, 5 extra large, 6 long gooseneck)
51 Glowsticks
52 Knife (1 rainbow anodized, 2 tacticool, 3 sensible folding pocketknife, 4 machete, 5 too spiky and curved to actually use, 6 antler-hilted hunting knife painted with a leaping trout)
53 Umbrella
54 Sunscreen
55 Chapstick
56 Shampoo
57 Soap
58 Toothbrush
59 Deodorant
60 Tampons

1d30 Things Lost by the Roadside


1 Couch
2 Mattress
3 A shoe (1 sneaker, 2 flip-flop, 3 croc, 4 cowboy boot, 5 rollerskate, 6 baby's)
4 5-gallon bucket (1 empty, 2 with a lid, 3 cracked, 4 half full of cement)
5 Ladder (1 aluminum, 2 wood, 3 step, 4 two-story extending)
6 Fridge (1 mini, 2 full, 3 vintage 50's, 4 chest freezer)
7 Towel
8 Stuffed animal (1 rag doll, 2 bear, 3 shark, 4 licensed character)
9 Travel mug
10 Chair (1 dining room, 2 office, 3 plastic deck, 4 steel folding, 5 adirondak, 6 bar stool, 7 car seat, 8 wheelchair)
11 Recliner
12 TV
13 Game console
14 VCR
15 Livestock (1 chickens, 2 ducks, 3 turkeys, 4 emu, 5 sheep, 6 goat, 7 pig, 8 llama, 9 alpaca, 10 bull)
16 Shovel (1 snow, 2 gardening, 3 entrenching tool, 4 plastic beach toy)
17 Trash can
18 Jewelry (1 ring, 2 gold chain, 3 watch, 4 tennis bracelet)
19 Houseplant (1 marigolds, 2 cactus, 3 ficus, 4 porthos, 5 monstera, 6 tillandsia, 7 lithops, 8 weed)
20 Chainsaw
21 Gascan
22 20lbs of potatoes
23 Bike
24 Quilt (1 handmade, 2 utility, 3 comforter, 4 polar fleece blanket, 5 baby blanket, 6 mylar emergency blanket)
25 Tarp
26 Paint cans
27 Rubber waders
28 Canoe
29 Bounce house
30 Gym bag full of cash

1d20 Travelers on the Road


1 Shepherd. Driving their flock back from pasture with the help of two dogs. The sheep fill the lane and move at a relaxed amble.

2 Peddler. A traveling merchant with a stock of general and small luxury goods. They also have tools to mend items for a fee.

3 Itinerant Teacher. A traveling scholar who offers classes and letter-writing services. They have a small library in their wagon and will deliver messages if the destination is on their route, but no guarantees.

4 Mercenaries. A small company of soldiers for hire looking for their next job. They'll offer their services as protection until you reach town, or propose to travel together for mutual protection if you don't have the money.

5 Hunters. Locals returning home hauling their kill on a travois. It takes three of them to pull the sled.

6 Lone Horseman. A solitary rider racing along the road at a desperate gallop as if pursued.

7 Postman. Following their route on horseback with a pack mule carrying correspondence and parcels. They're unable to open the mail bags outside of town, it's against regulations.

8 Tax Collector. Momentarily separated from their guards and vulnerable.

9 Bandits. Waiting to ambush a bigger target than you. Politely indicate you should get lost immediately.

10 Lumberjacks. A team of foresters hauling freshly-felled logs back to town on a big-wheel cart.

11 Old Woman. A lone granny walking back from the market with a basket and a big stick. Unafraid and formidable.

12 Mushroom Hunter. Returning from the woods with a basket full of truffles. Won't say where they harvested them but will happily sell some for a good price.

13 Lost Dog. Scruffy and thin with burrs in its matted fur, but happy to see you.

14 Traveling Doctor. A skilled physician making their rounds through the local villages. They might not have official credentials but they do have a stethoscope.

15 Lost Child. Dirty, hungry, cold, and wandering on the side of the road. Wary of adults but won't run unless startled.

16 Ghost. A figure standing in the woods on the edge of the road. Turns and walks through the gate of an overgrown cemetery before vanishing.

17 Folklorists. A group of researchers looking for the local legendary monster. If it's real they're probably scaring it off with all the noise they're making.

18 Family. Three sisters, their spouses, children, and a few stray cousins moving their households to a new town. They have wagons full of furniture and are driving livestock along with them.

19 Old Soldier. A long-retired veteran traveling the world in their old age. Has a plethora of tales of their many and varied exploits.

20 Midwife. Called out in a hurry to attend an early birth. She'll enlist you to help with the emergency if you're foolish enough to look useful.


1d12 Roadside Shrines


1 A round brick pillar with worn and faded inscriptions around the base

2 A hawthorn tree with multicolored rags and ribbons tied into its branches

3 A tiny wooden cabinet protecting a painting of a holy beast

4 A roughly-shaped stone statue, weathered and hung with strands of glass beads

5 A single-room chapel with an altar and a little blue stained glass window

6 A beech tree with a sprawling canopy and eyes carved into its trunk

7 A hexagonal cairn of white stones raised in memory of a folk hero

8 A niche cut in the bole of an oak holding a porcelain icon, framed by a wreath of wheat sheaves tied with red string

9 A simple stone table piled high with food offerings and candles

10 A holy well hewn out of solid rock, fed by a spring above the carved basin 

11 An intricately-carved wood idol of a young woman, offerings of flowers and bread placed at her feet

12 A stout ash pole erected at a crossroads with nails hammered into every inch of its surface


1d10 Detour-Causing Problems


1 Barricade of fallen trees across the road

2 Bridge is closed for construction

3 Overturned gravel cart's spilled debris everywhere

4 Road's been washed away by a flood

5 Road's blocked by a battalion of tractors

6 Wagon with a broken axle blocking traffic

7 Herd of livestock refusing to move

8 Massive multiple-cart pile-up and traffic jam

9 Giant sinkhole that wasn't there yesterday

10 A lone, intensely menacing, aggressive deer


1d8 Roadside Attractions


1 Dino-Land! Huge brightly-painted plaster and wood statues are posed in dioramas throughout the woods in the park. They're roughly made and not completely accurate, but charming. The park was inspired by fossils found on the property.

2 The Bottle House. A sprawling, castle-like building constructed entirely out of glass bottles mortared together like bricks. It's the life's work of three brothers who wanted to see if they could. The bottom two floors and one of the spiral towers are open for public tours.

3 The Biggest Ball of String. The Ball is almost 20' in diameter, perfectly spherical, and protected from the elements inside a greenhouse-like glass and wood dome. It's ringed by a metal guardrail covered in "DO NOT TOUCH" signs. If pressured the staff will nervously confide that some visitors who've touched The Ball were drawn in and didn't reemerge.

4 The Museum of the Incredible! An old house converted into a showcase for a giant collection of curios, taxidermied animals, and unusual art pieces. Admission is surprisingly affordable for the quality of items on display.

5 The Towers. A collection of sculptural wood spires built by the proprietor over decades. The second-highest tower is over 100' tall with an inner spiral staircase and viewing platform at the top. Tickets are inexpensive and visitors are welcome at all hours, though climbing at night is discouraged. The tallest tower supports the proprietor's home atop it and rises well above the viewing tower. There's no door or staircase up.

6 Ultra-Fun Alpine Slide! A mile-long dished stone track running in switchback curves down a steep hillside meadow. Visitors can rent single-person wheeled sleds and ride down after a scenic hike to the top. Children must be accompanied by adults and riders must sign all seven liability waivers before renting a sled.

7 Jackalope Petting Zoo. A fenced but otherwise open forest park with a population of several hundred jackalopes. Visitors can walk the property, interact freely with the antlered hares, and buy cones of feed from the souvenir shop. The park closes in spring when the jackalopes get aggressive.

8 Tortoise World. A gigantic herpetarium built in the shape of a grazing tortoise and home to hundreds of species of turtle, including some that were previously extinct. In addition to educational programs there are several turtle races each day. When the track isn't in use, visitors have the opportunity to ride in traditional tortoise-drawn chariots.



1d6 Motels With Vacancies



1 Shady Cedars Auto Campground
A quiet, secluded campground tucked away in a pocket of mature cedar forest. Has 12 campsites, each with a picnic table, fire circle, wooden tent platform, and parking spaces for 2 cars. The sites are far enough apart to be private, connected by narrow dirt drives to the main road. Has communal bathrooms, a small convenience store, sand volleyball court, and a caretaker's cabin. No electricity. Bears.

2 The Old Bunker Inn at -132 Cactus Circle (off County Road 27)
A decommissioned missile silo that's been converted into a novelty hotel. Only visible from the road because of its Googie neon sign and domed blast doors. The area open to guests has 7 suites with their own bathrooms and kitchenettes, a common rec room, cafe, and bar. The comms equipment and munitions the military left are all deactivated and inert. Absolutely harmless, nothing to worry about. Check-in, housekeeping, and all amenities are completely self-serve.

3 Blue Skies Motor Court
A two-level aging motel a mile outside of town in a cornfield off the highway. Has 18 mostly-clean rooms, 5 with long-term residents. The office is open 24/7 and there's a combinations gas station truck stop across the parking lot. Pool's closed for maintenance, dry with mysterious stains. All the cars in the lot are parked nose-out.

4 Pinecone Place
A row of 8 modest log cabins facing onto a wooded yard. They're cute but extremely dated, built decades ago and still decorated in the style of the day. Cabins 1 and 2 have hot tubs, the rest have screened-in back porches. A wide gravel walk leads from the parking lot past each cabin to the owner's house on the back of the property. There are 5 cars in the lot, all have out of state plates and 3 look like they haven't moved in years.

5 Farfield House Bed and Breakfast
A 200 year old farmhouse renovated and updated to have modern conveniences like indoor plumbing, electricity, and air conditioning. The proprietors are a charming retired couple from the city. They live on the third floor and manage the property as a working farm as well as a B&B, raising heritage breed livestock and vegetables. Guests are welcome to help with the everyday chores for a taste of farm life. Has 4 guest rooms, a barn, gazebo by the duck pond, and an unusual number of pigs for a farm its size. They range freely at night, the proprietors strongly recommend guests be inside before sunset.

6 Starfield Ranch
Called "The Domes" by locals. A collection of 6 concrete geodesic domes in a hexagon around a central dirt parking lot, built miles out in the open prairie away from the cities' light pollution. The domes are open floor plan with art deco interiors and powerful AC. Each has a stargazing guide and schedule of upcoming meteor showers in the bedside table instead of a bible. The grounds are minimally kept with wildflower gardens. The office and a small diner are a short way down the private drive in a building shaped like a vintage rocket. It's open 24/7 but doesn't have windows to preserve the dark. Folks in town warn everyone traveling through about the strange lights in the sky and disappearances.

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.