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
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Attributes
|
Abilities
|
Edge
|
Occupations
|
Scavenger
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[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
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[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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