The Spirit Guide Jerry Stratton ([j--r--y] at [teetot.acusd.edu]) >>>[The following spirits are best introduced as part of an adventure: when I introduced them, they'd been created by a circle of three Mages who were now gone, vaped, disappeared, for no apparent reason. Both of these are Major Spirits.]<<< -- Jerry [01:55:06/08-31-92] The Night Road Walking that Special Path The Night Road can take the conjurer and up to Charisma companions (include spirits in this total, although nature spirits cannot come along) on a starlit road to another (not the same) heavenly body in this solar system. Companions must be chosen when the conjuring begins. This ritual calls the stars from the sky to form a vaulted hall over a brilliant path. >>>[The Night Road can only be used to travel to and from a natural, heavenly body, such as a planet or star. The Night Road spirit has no way of connecting with man-made space stations, of any size.]<<< -- SkyWise (15:21:35/2-20-53) >>>[Star? Who tested that one out? Or is it just a guess?]<<< -- Micromara (03:10:09/2-21-53) The Force for conjuring is half the road's target number. The target number depends on the destination. Destination Target Force Required Moon 4 2 Venus, Mars 5 3 Mercury, Asteroid Belt 6 3 Sun, Jupiter 7 4 Saturn, Titan, etc. 8 4 Uranus 9 5 Neptune, Pluto 10 5 Stars within 4 ly 11 6 Stars within 8 ly 12 6 Stars within 16 ly 13 7 If the body is not visible, add 2 to the target number and 1 to the Force required. It takes a number of days equal to the target number, divided by the number of successes, to reach the destination. The exact destination can be chosen within target number d6, times 10 kilometers, divided by the number of successes on an unresisted Intelligence test vs. 5. Use the scatter chart for the direction of error. Drain is (Force)D3. If the force is greater than the caster's Charisma, the drain is Physical. The force cannot be greater than twice the conjurer's Charisma. A hermetic circle or lodge, and a conjuring library of rating equal to the force are required, as well as materials worth force times 1,000•. The conjuring takes force times 2 hours. The force can be increased without increasing the target number. The extra force can be used as dice in the destination scatter check or extra companions (chosen when the spell is completed). Everyone traveling the road must make a Charisma test vs. S1/Insanity (see the First Annual Neo-Anarchists Guide to Everything Else), with a target number of half their essence, +2, rounded up. There is a bonus of 3 if the character spends less than 2 hours on the road 2 if less than 6 hours, or 1 if less than 12 hours. An uncontrolled Night Road might remain for a couple of days. Multiply the error distance by 10. Roll 2d6 each day. If this is less than or equal to the spirit's Force, the spirit leaves, leaving any walkers stranded that percentage of the way to their destination. >>>[There are no known instances of Night Roads (or Moon Roads) remaining around once they go free. But I guess there's a first time for everything]<<< -- SkyWise (15:59:12/02-20-53) The Moon Road This is a specialized version of the Night Road. It brings the conjurer and up to Charisma companions (see The Night Road for restrictions) to another location on the earth. This ritual calls the moon down from the sky and before the conjurer, melting into a path. Use the worst target number for the moon as it is during conjuring. That is, if the moon disappears during conjuring, The time to reach the destination is the target number, divided by the successes, days. The exact destination can be chosen within target numberd6 kilometers, divided by the number of successes on an unresisted Intelligence test vs. 4. Use the scatter chart for the direction of error. Drain is (Force)S3. If the force is greater than Charisma, the drain is physical. The force cannot be greater than twice the conjurer's Charisma. The ritual is performed similarly to the Night Road, and force can be increased as for the Night Road. Everyone traveling the Moon Road must make a Charisma test vs. M1/Insanity, with a target number of half their essence, +2, rounded up. The same bonuses as for The Night Road apply here. An uncontrolled Moon Road acts the same as an uncontrolled Night Road, (except that stranding must be checked for each hour). Remember that the Moon Road extends into space, and stranding will likely occur either in space, or less likely, in the upper atmosphere.