Walkabout Character Generation - Phase 1: Infancy


While the first part of the character generation system is focused on the character's parents, who provide the biological genetic input that sets the foundation of a character's life, the next stages of character generation in Walkabout start to define the lifepath journey of the central figures in the narrative.

The earliest stages of a person’s life are generally out of their control, their parents and other adult guardians provide the connections that will establish their psyche.

Start with a relationship point to each of your parents (if one of your parents is no longer present, start with 2 relationship points to the remaining parent).

Choose a culture from one of the parents who is still in your life, gain a relationship point to that culture.

Roll 6 d4 to determine relationships and events during your infancy.

Advances:

  • Gain two attribute points corresponding to the highest attributes of your parents.

Write a sentence or two describing how the two improved attributes were involved in specific events in your earliest memories. If you want to write more, you can reveal events that improved any relationships, or what happened to degrade them. If you rolled one or more multiple results, each instance requires you to ask another player to answer a question; incorporate that answer into at least one of your sentences (or add a new sentence). Some of your sentences could describe things you were unable to control, or things you didn’t understand at the time, because you were too young; your sentences will typically revolve around close family members and the people who taught you your earliest lessons.

Note: Rolling Relationships

During phases 1 through 4, you roll six dice to determine the relationships that will help to define your character. At first you roll d4s for this, then at each new phase your roll higher dice (d6, d8, then d10). In each case the results of these dice provide general ideas for the types of relationships generated, but it’s up to you to define the specifics and work out how they tie into the character’s story.  

Relationship die results

Result
Outcome
1
Lose a point in your highest relationship
2-3
Increase a relationship to one of your parents or a sibling/close-cousin*
4-5
Increase a relationship to a community or specific member of that community**
6-7
Increase a relationship to a place or specific person who lives there**
8-9
Increase a relationship to a subculture or occupation, or a person belonging to one of those**
10
Increase a relationship to a member of the wayfarers** (or choose any relationship to improve if not a wayfarer)

* These are considered family-related individuals

**  these are considered non-family-related individuals

Comments

caradoc said…
Interesting. I like the idea of having weaker or stronger relationships and connections. I'll be keen to read how this carries through into the game system 'in-play'.

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