Extra data for Walkabout characters - Part 1: Cultures



When defining a character's parents, or when choosing the people a character identifies with, a culture is important.


Each culture has common abilities that reflect the types of things normally associated with this group of people, there are also commonly associated attributes and occupations, a pair of attributes that tend to be more developed among this group of people, and an edge that these people are often known to possess. Not all people belonging to culture share these traits, they are simply more common among this community than they might be elsewhere. When a character goes through the introductory phases of their life, they may freely choose abilities from their identified community, and if a character has links to multiple communities they may choose from each of them.




Cultures
Attributes
Abilities
Edge
Occupations
Scavenger
[Ph / Me]
Analyse, Appraise*, Assault, Break, Comprehend*, Jury Rig*, Manufacture, Move, Notice, Parkour*, Repair, Scrap.
Forager – Gain a relational edge die when using a specific type of scavenged item you have a relationship with
Apprentice, Archaeologist, Junker, Merchant, Prospector, Tinkerer
Cultivator
[So / Me]
Brawl, Contact, Endure*, Farm*, Force, Gather*, Intuit, Notice, Repair, Ride*, Shoot, Survive.
Squatter – Gain a relational edge die when working a property you have a relationship with
Dirt Farmer, Drover, Harvester, Jackaroo, Logger, Swagman
Nomad
[Ph / Me]
Contact, Deal, Drive, Expert Drive*, Intimidate, Jury Rig*, Move, Navigate, Repair, Sprint*, Survive, Trade*
Voyager – Gain a relational edge die when trying to avoid danger in an area you have a relationship with
Driver, Mechanic, Navigator, Outrider, Raider, Road Mystic
Tribal
[Ph / So]
Comfort, Empathise, Endure*, Gather*, Herbalism*, Hide, Lead, Move, Navigate, Notice, Ritual*, Survive
Survivor – Gain a relational edge die when trying to survive in an environment you have a relationship with  
Brave, Gatherer, Herbalist, Shaman, Spirit Talker, Trapper
Sheltered
[So / Me]
Activate*, Awe*, Blackmail, Grace, Ingratiate, Investigate, Mesmerise*, Nega-Psy*, Negate, Orate, Persuade, Shoot
Operator – Gain a relational edge die when using a lost technology type you have a relationship with
Archaeologist, Artist, Courtier, Debutante, Librarian, Paper Pusher 
Outlander
[Me / Pa]
Brawl, Empathise, Focus, Frenzy*, Heal, Hide, Intimidate, Intuit, Lead, Ritual*, Savage*, Telepathise*
Mutant – Choose a specific advantageous mutation. Gain a relational edge die when your mutation is useful to a situation
Drifter, Infiltrator, Predator, Psion, Shadow, Visionary
Skyfarer
[Ph / Pa]
Activate*, Awe*, Deal, Drive, Formulate, Grace, Leap*, Manufacture, Move, Navigate, Notice, Pilot*
Cloudborn – Gain a relational edge die when aboard a sky vessel you have a relationship with
Cloud Farmer, Cloud Talker, Librarian, Marine, Mechanic, Scientist


If a character has relationships to a place rather than a community of people, they at gain access to a different range of attributes, abilities, edges, and starting occupations.




Locations
Attributes
Abilities
Edge
Occupations
Edge Town
[So / Me]
Assault, Blackmail, Break, Contact, Deal, Hide, Intimidate, Move, Notice, Parkour*, Repair, Scrap 
Townie – Restore an additional Resolve or Status during every rest in an edge town.
Burglar, Engineer, Prospector, Raider, Sparky, Tinkerer
Rural Town
[Ph / So]
Analyse, Brawl, Contact, Deal, Empathise, Farm, Force, Move, Repair, Ride, Shoot, Survive
Agrarian – Restore an additional Health or Status during every rest in a rural town
Miner, Outrider, Preacher, Rider, Stockman, Swagman
Camp
[Ph / Pa]
Brawl, Comfort, Gather, Heal, Herbalism, Infiltrate, Intimidate, Notice, Ride, Ritual*, Survive, Wrestle
Primitive – Restore an extra Health or Resolve during every rest in a camp
Crafter, Gatherer, Herbalist, Lorekeeper, Mythweaver, Tracker
Convoy
[Ph / Me]
Contact, Deal, Drive, Force, Ingratiate, Manufacture, Move, Navigate, Notice, Repair, Survive, Upgrade* 
Vagabond – Restore an extra Health or Wisdom during every rest in a convoy
Greasemonkey, Merchant, Navigator, Raider, Tracker, Visionary
Bunker
[So / Me]
Activate, Analyse, Blackmail, Comprehend, Dignify, Grace, Insinuate, Manufacture, Upgrade, Notice, Orate, Shoot
Concealed – Restore an extra Status or Wisdom during every rest in a bunker
Dirt Farmer, Marine, Mechanic, Servant, Sparky, Paper Pusher
Loner
[Ph / Pa]
Activate, Analyse, Channel, Focus, Force, Grace, Intuit, Leap*, Manufacture, Move, Navigate, Notice
Recluse – Restore an extra Health or Resolve during every rest away from a settlement
Dirt Farmer, Gatherer, Merchant, Spirit Talker, Swagman, Tracker


I won't describe the occupations too much at this point, there are too many of them and they can easily justify a post (or two) of their own.


Similarly, the next post will focus on what happens to a characters backstory when a player rolls multiples on their dice when defining their relationships at each phase of their life.

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