walk / jog / run -- paced path to a listed place or amenity
Walk finds a route and steps you there one room at a time (same feel as typing n/e/s/w). Encounters, locked doors, and followers still fire.
Destinations are set lists -- not random room titles. Type walk for the list that exists here.
How you play
1. walk -- the lists for this town (needs, civic types, yours, atlas hubs).
2. walk stop -- cancel a paced journey.
3. walk food|water|sleep|wash|kit|work -- closest usable amenity.
4. walk graveyard|clinic|diner|sheriff|gym|… -- this town's main room of that type.
5. walk home|nest|homestead|car|case -- yours (case follows the same lead as track case).
6. walk lebanon|lawrence|bunker|grants pass -- atlas hubs (foot range is short for mortals, longer for monsters).
7. walk neighborhood / house -- nearest free housing.
8. walk vehicle|car -- path to wherever you parked.
9. On the overland: walk <hub> or walk 20 5 (two atlas numbers, no parentheses). Mortals get a warning if the hike is farther than about two tiles -- then drive 35 10 or taxi.
Sister speeds (same destinations, same stop rules)
1. walk -- steady pace (default). Even gods walk this way.
2. jog -- a little faster; watchers see "jogs east".
3. run -- fastest (~1 room/sec). Cosmic beings and speedster gods hop the same list instantly (or in a blur).
4. walk stop (or jog stop / run stop) -- cancel the journey.
Walk vs seek
walk food -- go to the closest usable food (you still eat yourself).
seek eat -- the town AI feeds you while you watch / RP.
Prefer walk for trips; seek for full idle goal loops (help seek).
Town types (examples)
square, graveyard, clinic, diner, grocery, sheriff, gym, garage, hotel, motel, post, bank, bar, library, church, airport, pawn, apartments, courthouse.
Missing in this town: you get a plain refusal, not a fuzzy match.
Who can hike how far
Mortals: this zone, or about two atlas tiles (bunker next door). Farther cities: drive 35 10 from a car, or taxi.
Monsters: much farther on foot -- still not coast-to-coast.
Cosmics / speedsters: walk and jog stay paced (same long hike as monsters). Only run folds the road to a listed place.
Amenities (smart pick)
food / water -- home fridge and taps first, then free public sources, then shops you can afford. Broke with no free source: earn first (work). Never locked stranger houses.
sleep -- your bed when close enough; else nearest motel/hotel.
wash / kit / work -- closest reachable tagged room you can enter.
Pacing
Each journey starts with one step now, then keeps stepping until you arrive. Type walk stop, or a cardinal / fight, to cancel. Say, emote, and phone keep the journey going.
While aboard a vehicle, walk <place> or walk 20 5 drives you there. Indoor shops: the car stops at the curb, you leave, then walk finishes on foot (help vehicles).
Examples
In Lebanon: walk graveyard, jog clinic, walk food, walk car, walk bunker, walk case.
On the America overland: walk lebanon, walk 35 10 (two numbers -- America atlas tiles, not the 10-by-10 foot grid). Mortals hear a warning if they cannot hike that far. The foot grid is n/s/e/w; ten steps east crosses into the next atlas tile.
What stops a walk
A fight starts, a door refuses you, you are asleep, walk stop, a manual cardinal, or the path is too long / missing. If walk car cannot reach your ride, type tow (help tow).
Distant cities refuse a long hike on foot -- board a ride and drive 35 10, or type taxi <hub>. Cosmic run still uses the same lists.