Extra data for Walkabout Characters - Part 2: Multiples
During each phase of a character's development, the player rolls 6 dice (first d4s, then d6s, then d8s, then d10s).
If the players rolls doubles, triples, or no matching dice at all, this reveals something special about the character's past and prompts the player to ask one of the other players to fill in the blanks.
Since players are rolling 6 d4s during the first phase of development, they will always rolls multiples of some type, as they get older and the dice get larger, the chance of rolling multiples is reduced, and the chance of no matching dice is gradually increased.
I'm still filling out the table for four-of-a-kind.
If the players rolls doubles, triples, or no matching dice at all, this reveals something special about the character's past and prompts the player to ask one of the other players to fill in the blanks.
Since players are rolling 6 d4s during the first phase of development, they will always rolls multiples of some type, as they get older and the dice get larger, the chance of rolling multiples is reduced, and the chance of no matching dice is gradually increased.
No multiples of any kind
If you roll the six dice and none of the die results match
any of the others, a catastrophe has hit your life. Roll another die of the
same type just rolled, the outcome of this die determines the nature of the
incident that has occurred.
Roll
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Incident
|
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1
|
Your entire family and settlement has been
wiped out. All significant people in your life are dead. Relationship points
to individuals and places in your home settlement are eliminated (if you have
relationship points to places in another settlement, move there. Otherwise
choose a random new settlement). Halve any relationship points to any
communities, subcultures, or occupations.
|
After
identifying a new settlement, ask another player to describe what wiped out
your family’s settlement.
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2
|
Your close family dies, but there are guardians who
have adopted you. Any relationship scores to members of your close family are
eliminated, but gain a single level 1 relationship to a new guardian.
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After you
choose your new guardian, ask another player to describe what killed your
family.
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3
|
Many members of your extended family have
died in a nearby settlement, the remainder fled to the relative sanctuary
that your close family enjoyed. Strains on resources halve any relationship
scores to members of your close family.
|
Ask
another player to relate the stories that the relatives tell about the events
at that settlement.
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4
|
The
[gang/school-class/group-of-friends/posse/militia/workplace] you belong to
vanishes or is killed, but you survive. Any relationship points to
communities, subcultures, or occupations are eliminated, as are any
relationship points to non-family-related individuals.
|
After you
choose the group you belonged to, ask another player to describe what caused
the group’s demise.
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5
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Storms engulf the area for months,
preventing safe passage for nomads or traders. Any relationships you might
have to people or places beyond your settlement are eliminated. As locals
struggle to survive, everyone comes to rely only on their families, all
relationships to non-family-related individuals are halved.
|
Ask
another player to describe how your family managed to survive the lean times
without contact to the outside world.
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6
|
A place of significance to you has been destroyed by
spirits, you may have been there, but probably not since you survived. Not
only have you lost any relationship to the location with the highest score,
but trauma over this means you have trouble forming attachments to new places
(from this point onward you need double 6s or 7s to gain or improve a
relationship to a place).
|
After you
choose the place, ask another player to describe the type of spirits that did
this.
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7
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An incident has caused you to be banned
from a specific location, and causes you to lose any relationship score to
that place. You also lose half of your relationship score to communities that
associate with that place.
|
After
you choose the place, ask another player to describe what the incident was.
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8
|
After an incident, none of the subcultures associated
with your culture will accept you. You lose any relationship score to any
subculture you might belong to, and will have trouble joining or regaining
subculture points (from this point onward you need double 8s or 9s to gain or
improve a relationship to a subculture).
|
After you
modify your scores, ask another player to describe the incident.
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9
|
An occupational mentor (or someone who was
thinking of taking you on) has died under mysterious circumstances, and no
one will take you on. You lose any occupational relationship scores, and the
next time you have the opportunity to gain an occupation it is negated. In
addition to this, you lose half of your relationship score to a single place
(where the incident occurred), and half of your relationship score to a community
you belong to.
|
After
eliminating and modifying these scores, ask another player to describe what
you know about the mysterious circumstances.
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10
|
Wayfarers came to your settlement to clear the
spiritual imbalance in the region. As a result of their activities, much of
your community was revealed as metaphysically corrupt and requiring
elimination. Choose and half of your relationships to be eliminated, the
scores of the other relationships are halved.
|
After you
eliminate and reduce your relationships, ask another player to describe what
the Wayfarers were looking for, and what they did.
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Doubles
Roll
|
Incident
|
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1
|
The person you have the highest
relationship to has left your life. You lose all relationship points to them.
|
After
you have identified who this person is, ask another player to describe how
they have left your life.
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2
|
[Ally Result]
You have a sister (or female cousin who you are close
to). The two die results comprising this double result are automatically
applied as relationship levels to this person.
|
After you
have identified who this person is (and whether they are older or younger),
ask another player to describe the regard you hold each other in.
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3
|
[Ally
Result]
You have a brother (or male cousin who you
are close to). The two die results comprising this double result are
automatically applied as relationship levels to this person.
|
After
you have identified who this person is (and whether they are older or
younger), ask another player to describe the regard you hold each other in.
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4
|
[Mentor Result]
You have been mentored by a specific community
member. The two die results comprising this double result are automatically
applied as relationship levels to this person. If you have previously rolled
a mentor result, you may either:
Choose a
new mentor, or
Improve
a relationship to an existing mentor (give the mentor an occupation common to
your upbringing location. Instead of gaining an ability associated with your
culture, you may gain an ability associated with this occupation)
|
After you
have identified who this community member is, ask another player to describe
how you met them and which other character they are related to. If a
relationship to an existing mentor is strengthened, ask another player to
explain the incident that caused this.
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5
|
[Item
Result]
You have gained a bit of a reputation among
members of the community due to your skills and a specific item you carry.
You have a specific piece of equipment related to one of your abilities
(effectively a level one tool for the ability in question). The two die
results comprising this double result are automatically applied as
relationship levels to this piece of equipment.
|
After
you have identified the piece of equipment, ask another player to describe
how the item was acquired, and which other character has heard of this
reputation.
|
6
|
[Place Result]
You have become known at a specific place. The two
die results comprising this double result are automatically applied as
relationship levels to this place.
|
After you
have described the place, ask another player to describe why the regulars at
that location know you, and how one of the other characters knows of this
place.
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7
|
[Place
Result]
You have gotten to know the lay of the land
somewhere. The two die results comprising this double result are
automatically applied as relationship levels to this place.
|
After
you have described the area that you have come to know, ask another player to
describe the events leading you to get to know the area.
|
8
|
[Ally Result]
You have gained the attention of a member from a
specific subculture. Choose a subculture associated with the culture you
follow. The two die results comprising this double result are automatically
applied as relationship levels to this subculture. Instead of gaining an
ability associated with your culture, you may gain an ability normally
associated with this subculture.
|
After
choosing the subculture, and describing the person who has given you the
attention, ask another player to describe what has led this person to take an
interest in you.
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9
|
[Mentor
Result]
You are offered training in a specific
basic occupation associated with your culture or location (choose one of
these). Instead of gaining an ability associated with your culture, if you
are lacking any prerequisite abilities for the occupation, you may choose one
of these. If you have all the prerequisite abilities, you may choose the
occupation’s edge. The two die results comprising this double result are
automatically applied as relationship levels to this occupation.
|
Once
you’ve chosen the occupation (and gained any benefit), ask another player to
explain what led to this training.
|
10
|
[Item Result]
A wayfarer gives you a token of favour. Instead of
gaining an ability associated with your culture, you may gain a defence of
choice (this is separate to any defense gained as a free bonus). If you
choose to gain the defence, it is focused in one of the items you value (if
you lose the item, you will lose this defence). The two die results
comprising this double result are automatically applied as relationship
levels to the token item.
|
After
choosing the type of defence and the item it is focused in, ask another
player to describe the reason the token of favour was given to you.
|
Triples
Roll
|
Incident
|
|
1
|
You have been kidnapped
or otherwise forced to leave your community. You lose all relationship points
to specific places or individuals. You do not gain any abilities this cycle,
but for each ability you would have gained, instead choose a single attribute
to improve. An attribute may be improved only once in this manner due to this
incident.
|
Ask another player to describe the incident.
Ask a different player to explain how you managed to
escape, find a new community and which person related to another character
helped with this (gain a single relationship point to that person).
|
2
|
[Community
Result]
Members of your family have joined
another community. Roll a two d6s and take the lower of the two results to
determine the type of community joined.
1 – The same type of community you are from
2 – Edge Town
3 – Rural Town
4 – Encampment
5 – Convoy
6 – Bunker
Due to your contact with these family
members, the three die results comprising this triple result are
automatically applied as relationship levels to the community joined by those
family members.
|
Ask
another player to name and describe two ways that community varies to your
own.
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3
|
[Item Result]
You gain prestige in
your family, and have inherited an heirloom from a grandparent or parent.
This may be any level one item, but it has far more sentimental value than
any value from advantages it might provide. The three die results comprising
this triple result are automatically applied as relationship levels to the
heirloom item.
|
Once the item has been determined, ask another player
to indicate why the heirloom ended in your possession rather than in the
hands of another family member.
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4
|
[Mentor
Result]
You have been mentored by a
well-respected community member. Instead of gaining an ability associated
with your culture, you may gain a Status defence (this does not count toward
the single status that may be gained with free bonuses). The three die
results comprising this triple result are automatically applied as
relationship levels to this community member.
|
Ask
another player to explain the types of training that were provided by the
community member.
|
5
|
[Community Result]
Members of another
culture in the community have come to accept you. Use the table on page XX to
determine the other culture based on the type of community where your
character makes their home. The three die results comprising this triple
result are automatically applied as relationship levels to the specified
culture.
|
Ask another player to describe the type of action
that caused this community to accept you.
|
6
|
[Place
Result]
You are considered a regular at a
specific place. Instead of gaining an ability associated with your culture,
you may gain a d6 edge die in “[Location] Areas”. The three die results
comprising this triple result are automatically applied as relationship levels
to this community member.
|
Ask
another player to explain how you came to be known as a regular, and what
keeps drawing you back to this type of location.
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7
|
[Place Result]
You have travelled to
another place, know some people there, and have learned a few things that you
wouldn’t have normally learned at home. If you have grown up in your mother’s
home, this trip takes you to your father’s home (or vice versa). If your
mother and father had the same type of home, you have visited one of the more
obscure settlements based on your culture.
Scavenger – Scavenger Enclave
Cultivator – Cultivator Homestead
Nomad – Deep Nomads
Tribal – Tribal Reserve
Outlander – Mutant Ghetto
Sheltered – Sheltered Bastion
Skyfarer – Skyfarer Driftcluster
The three die results
comprising this triple result are automatically applied as relationship
levels to this place.
|
Ask another player to describe the journey to that
place, and something that happened there.
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8
|
[Mentor
Result]
A significant person with influence in
a subculture has taken you under their tutelage. If you have previously
rolled a mentor result, this may either be someone new in your life, or you
may declare that the earlier mentor has a specific subculture. Instead of
gaining an ability associated with your culture, you may gain one of the
skills or the edge normally associated with the specified subculture. The
three die results comprising this triple result are automatically applied as
relationship levels to this community member.
|
Ask
another player to describe the reason why you were drawn to this subculture
and what made this person share their knowledge with you.
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9
|
[Mentor Result]
You are offered
training in an occupation that isn’t common among the people you grew up with
(choose any basic occupation). Instead of gaining an ability associated with
your culture, if you are lacking any prerequisite abilities for the
occupation, you may choose one of these. If you have all the prerequisite
abilities, you may choose the occupation’s edge. The three die results
comprising this double result are automatically applied as relationship
levels to this occupation.
|
Ask another player to explain why this mentor took an
interest in you.
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10
|
[Community
Result]
You spend time training with a circle
of wayfarer elders. As a result of this training, you may spend one of your
free bonuses to gain a d6 edge die in “Wayfarer Lore”, or may spend both of
you free bonuses to improve your Calling die to d6. The three die results
comprising this triple result are automatically applied as relationship
levels to this community member.
|
Ask
another player to describe a couple of the training tasks that these elders
required from you.
Ask
a second player to explain the reason you parted company with the elders.
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I'm still filling out the table for four-of-a-kind.
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