Wallking the Roads Copyright 1988 by Michael and Kristina Smith (msmith@mfi.com) Traveler's Chalk and Dekkarians are Copyright 1980 by Geoffrey Shirvani New Advantage Walking 65 points Walking is a variant on the World-Jumper power from Time Travel. Walking is the advantage that allows a character to traverse an extra-dimensional non-space called the Roads. The Roads exist outside of the normal space/time continuum, but are connected to everywhere/when in the Multiverse. The Roads are believed to be an artifact, although the instrumentality behind its existence is unknown (and according to some Roads scholars, unknowable). The Roads cannot be mapped, plotted, charted or otherwise categorized. They can lead to anyplace imaginable and many places that aren't. Walking ability is gained in one of two ways, either you come into it accidentally or you are born into it. To be born into it, either one or both of your parents must be Walkers. To become a Walker by accident is harder, you must, somehow, someway, become "lost" while time or dimension-hopping. Another, quite rare option is to "die" in your own reality or time and have a strong enough force of will to end up being "reconstituted" on the Roads. Such "reconstituted" Walkers are exactly the same as when they died, and are for all intents and purposes "alive". The only catch is that a "dead" Walker can't return to their native timeline. The Roads appear to most races as just that, a road that stretches out to an unreachable horizon, with scudding grey clouds overhead and barren wastelands to the side of the road itself. The act of stepping off of the road results in dropping you into a random dimension of the GM's choice with no warning. The only way around this is to KNOW where you are going. This is the tricky bit, since in order to do that you have to either be using the Walking skill to find your destination, or you must be following the path of another Walker. Learning the Walking skill usually requires months and sometimes years of trial and error, no one can teach it to you at a level higher than default. A Walker can always see the paths of other Walkers on a successful Walking roll. Following requires speed, skill and luck. The advantage of Walking also grants other abilities, such as the ability to reach into another dimension or time and "snatch" items ala the Snatcher power. However unlike the actual Snatcher power, the Walking version actually merely duplicates the item wanted, using the Roads peculiar ability to "reconstitute" items. A Walker who drops off the Roads into a reality can not return to the Roads immediately, instead he or she must re-enter the Roads at the next available Nexus. Nexii can be sensed easily by a Walker using the Walking skill, if a Nexus is available, he can use it. Nexii availability is entirely up to the GM, Luck and its variants, Unluckiness, Jinxed, Cursed and Weirdness Magnet affect this availability accordingly, of course. In order to properly Walk at first, most Walkers need a Focus. A Focus is the thing which the Walker believes allows him or her to Walk. It can be the D-Hopper that you built in your backyard, a time-machine, lucky watch, magic spell or artifact or even your old lucky tennis-shoes. It doesn't matter, they ALL work on the Roads. Very powerful (i.e. skilled) Walkers can do away with their Focus entirely. Most new-comer Walkers will run across something called the Compass, it's an eight-pointed star that resembles the weird fracture patterns a Nexus manifests when a Walker uses one. The Compass is the easiest Focus for a newbie Walker since, unlike a time-machine or other physical object, if you lose it, you can make another out of just about anything. Losing a Focus does not render the Walker helpless, just UnFocused (-8 penalty to Walking skill rolls), not a good thing if you happen to be trapped in the Naziverse or somewhere otherwise unpleasant, but not an insurmountable exercise either. There is a dark side to this power, for one thing, anyone taking this ability automatically gets the Weirdness Magnet disadvantage...forever. You immediately become recognized by consensual reality as a focal point for the bizarre. Other Walkers will be able to pick you out of a crowd in an instant, as will psi's, mages, gods, and other powerful entities. A Walker's life is NEVER boring. The other teensy problem is that if you are killed on the Roads, you don't die, instead you become one of the Cursed. The Cursed are horrible caricatures of themselves, doomed to walk the Roads forever, trapped and unable to leave. Someone who becomes a Cursed, gets turned over to the GM and reworked up, down and sideways on the points scale. They retain all skills, abilities and personalities...with GM enhancements. The Cursed are always horrifying, and always pitiful shells of the people they once were. Kind GM's will allow some slight hope of redemption, but such a path is always ardous and difficult. The Roads are not always just the unending monotony of an endless road, various splinter realms have grown off of the Roads at various points. These include RoadsRealms, Haunted Domains, City-States and Flux Pockets. RaodsRealms are areas of the Roads that have been formed by extremely powerful and skilled Walkers, known as RoadsLords. These Realms spring up from the minds of their Lord, and are under that Lord's complete and total mastery. A RoadsRealm will manifest RoadsLords Minions, entities that serve the RoadsLord in whatever capacity he desires. The Minions form as a result of the initial creation of a RoadsRealm and are of one fixed type and cannot be changed, although the RoadsLord can create different Minions as his or her power grows. Entry into a RoadsRealm may be blocked by the Lord of that Realm. The Haunted Domains are Realms whose RoadsLord has died, but whose pocket domain had enough of its own essence and stability to continue its existence. These domains are usually quite traumatized and insane, and are considered a grave threat to travelers within their confines. They try to lure in outsiders in hope of resurrecting their beloved lord and master. The City-States are pockets of civilization within the Roads themselves that have formed within stable pockets of the Roads. These are hives of activities for dimensional travelers and Walkers. One of the most popular is the famed City on the Edge of Forever, along with Hub City, the City of Two Towers, Nev Tandes, Wyrmwood, the Market of Juzan Plo, Tov Sheen, 81 and Castle Krom. Flux pockets are fractured realities that exist due to RoadsFlux, a temporary imbalance in the Road which causes a pocket of unreality to form into a temporary pocket dimension that is soon swept away by the Flux. These can be extremely dangerous or beautifully pristine depending on the nature of the worlds the flux junctions. Flux pockets can be very dangerous if a Walker is trapped in a collapsing one. New Skill Walking Mental/Very Hard This skill governs the use of the advantage known as Walking. Through use of this skill, the character gains the ability to determine his destination and position within the Roads. A skilled Walker can go just about anywhere. Walking can also serve as Area Knowledge: Roads at a -4 penalty. Area Knowledge: Roads Mental/Average This skill governs the Walker's knowledge of the skinny of the Roads. It tells a Walker who to avoid, who to befriend, where to go to get what, where's safe and where isn't, and who's trying to kill/seduce/recuit/ruin/find who today. It allows a sharp PC to navigate the infighting, backbiting and general competition of the RoadsRunner society. It serves as a combination of Streetwise/Area Knowledge/Xenology/Politics and Occult (as it deals with the how and why of the inner-workings of the Roads). New Gadgets and Stuff Traveler's Chalk Traveler's chalk is a weird, powdery crystalline substance harvested from the congealed saliva of Dekkarian beetles. When used properly, Traveler's chalk can be used to inscribe gateways into other worlds and times. Misuse of Traveler's chalk is a good way to end up on the Roads with out a clue. Traveler's chalks unusual properties are known only to a few mystics and fringe "sceintists". Cost for (1) piece is usually about $100,000.00 to merchants in the "know". It can be had in most Roads City-States for about 1/4 that price.