Walkabout Character Generation - Phase 0: Birth Circumstances
For the next few posts, I'm going to present the character generation system that I've been working on for Walkabout. With the death of G+, I haven't been getting a lot of feedback or comments on my posts, but if anyone out there is still reading, any responses to this series of posts would be ,much appreciated.
The web of
relationships that define a person start to weave together before they are
born. Relationships between places, individuals, and cultures provide the
initial nodes that a person spins into their identity. It is into these
foundational nodes that new relationship threads can be entwined, as a person
finds their place in the world.
Understanding a Wayfarer character in Walkabout begins by
learning who their parents were and the place where they were born. Those called
to be Wayfarers come from all parts of the world, many from the shanties
clinging to the outskirts of the ruined cities or the surviving rural towns in
the reclaimed wilderness, others from the nomadic communities that travel the
rivers, roads, and rails. A few wayfarers have origins among the neo-primitives
who turned their back on technology, the sheltered descendants of the wealthy
who weathered the apocalypse deep below or high above the ground, or the
accursed and mutated outlanders who didn’t survive the apocalypse completely
intact.
A wayfarer can’t control where they came from, but the
circumstances of their birth can shape the way they choose to bring balance
back to the world. How much they allow the circumstances of their past to
define the destiny of their future is entirely up to them.
While the holistic interconnectedness of all things might
spread an infinite spider’s web of relationship links across time and space,
and while it might be possible to trace the influences on an individual back
over generations, a lot of those influences are miniscule and have little
chance of manifesting in the stories of the Wayfarers. To set the context for
the beginning of a Wayfarer’s story, begin with their parents. Roll d8/d10/d12,
then allocate these results between Mother (indicating where she grew up),
Father (indicating where he grew up) and Community (indicating where the two of
them settled to bring up their family).
Roll
|
Mother
|
Father
|
Community
|
1
|
Never known (died in childbirth)
|
Never known (left mother before birth)
|
Refugees – Picked up by a Convoy
|
2-3
|
Edge Town
|
Edge Town
|
Mother’s home
(if mother “Never known”, use the Father’s home)
|
4-5
|
Rural Town
|
Rural Town
|
Father’s home
(if father “Never known”, use the Mother’s home)
|
6-7
|
Camp
|
Camp
|
Edge Town
|
8-9
|
Convoy
|
Convoy
|
Rural Town
|
10-11
|
Bunker
|
Bunker
|
Camp
|
12
|
Loners
|
Loners
|
Loners
|
For each parent, now determine the culture they belonged to
by rolling a d8.
Roll
|
Culture
|
|||||
Edge Town
|
Rural Town
|
Camp
|
Convoy
|
Bunker
|
Loners
|
|
1
|
Parent died during character’s childhood
|
|||||
2-3
|
Scavenger
|
Cultivator
|
Tribal
|
Nomad
|
Scavenger
|
Tribal
|
4-5
|
Cultivator
|
Scavenger
|
Nomad
|
Scavenger
|
Sheltered
|
Outlander
|
6-7
|
Nomad
|
Nomad
|
Cultivator
|
Tribal
|
Outlander
|
Sheltered
|
8
|
Outlander
|
Tribal
|
Outlander
|
Skyfarer
|
Skyfarer
|
Skyfarer
|
Parent’s Highest Attribute – Roll d8 twice. Choose one of
the results to determine the highest attribute (equivalent to d10), the other
result determines the second highest attribute (equivalent to d8). If the two
results indicate the same attribute, it is automatically considered the highest
attribute (equivalent to d12).
Roll
|
Scavenger
|
Cultivator
|
Nomad
|
Tribal
|
Outlander
|
Sheltered
|
Skyfarer
|
1
|
Physical
|
Social
|
Physical
|
Physical
|
Mental
|
Social
|
Physical
|
2
|
Mental
|
Mental
|
Mental
|
Social
|
Paranormal
|
Mental
|
Paranormal
|
Roll
|
Edge Town
|
Rural
Town
|
Camp
|
Convoy
|
Bunker
|
Loners
|
3
|
Social
|
Physical
|
Physical
|
Physical
|
Social
|
Physical
|
4
|
Mental
|
Social
|
Social
|
Mental
|
Mental
|
Paranormal
|
Roll Attribute
5 Physical
6 Social
7 Mental
8 Paranormal
Random Occupations – roll d8 twice. One of these dice will
determine a possible occupation based on the culture or location of the
parent’s upbringing (on a 1-4 the occupation is based on the parent’s culture,
on a 5-8 the occupation is based on their location), the second die determines
a possible basic occupation based on the parent’s highest attribute. Choose whether
the character’s parent dabbled in both of these occupations, or whether they
mastered one of them.
If either parent left (or died) during this period when the
environment for the upbringing was established, Wayfarer’s you may choose to
skip this occupational roll. That parent has contributed their genetic
influence to the child, they are no longer around to influence the upbringing.
First Roll
Roll
|
Scavenger
|
Cultivator
|
Nomad
|
Tribal
|
Outlander
|
Sheltered
|
Skyfarer
|
1
|
Apprentice
|
Dirt
Farmer
|
Driver
|
Brave
|
Drifter
|
Archaeologist
|
Cloud
Farmer
|
2
|
Archaeologist
|
Drover
|
Mechanic
|
Gatherer
|
Infiltrator
|
Artist
|
Cloud
Talker
|
3
|
Junker
|
Harvester
|
Navigator
|
Herbalist
|
Predator
|
Courtier
|
Librarian
|
4
|
Merchant
|
Jackaroo
|
Outrider
|
Shaman
|
Psion
|
Debutante
|
Marine
|
5
|
Prospector
|
Logger
|
Raider
|
Spirit
Talker
|
Shadow
|
Librarian
|
Mechanic
|
6
|
Tinkerer
|
Swagman
|
Road
Mystic
|
Trapper
|
Visionary
|
Paper
Pusher
|
Scientist
|
Roll
|
Edge Town
|
Rural
Town
|
Camp
|
Convoy
|
Bunker
|
Loner
|
7
|
Burglar
|
Miner
|
Crafter
|
Grease
Monkey
|
Dirt
Farmer
|
Dirt
Farmer
|
8
|
Engineer
|
Outrider
|
Gatherer
|
Merchant
|
Marine
|
Gatherer
|
9
|
Prospector
|
Preacher
|
Herbalist
|
Navigator
|
Mechanic
|
Merchant
|
10
|
Raider
|
Rider
|
Lorekeeper
|
Raider
|
Servant
|
Spirit
Talker
|
11
|
Sparky
|
Stockman
|
Mythweaver
|
Tracker
|
Sparky
|
Swagman
|
12
|
Tinkerer
|
Swagman
|
Tracker
|
Visionary
|
Paper
Pusher
|
Tracker
|
Roll
|
Physical
|
Social
|
Mental
|
Paranormal
|
1
|
Bandit
|
Bandit
|
Apprentice
|
Cultist
|
2
|
Blacksmith
|
Cultist
|
Bodyguard
|
Fisher
|
3
|
Guard
|
Drifter
|
Crafter
|
Gambler
|
4
|
Harvester
|
Entertainer
|
Dirt Farmer
|
Gutterpunk
|
5
|
Jailer
|
Gambler
|
Guard
|
Medic
|
6
|
Labourer
|
Gutterpunk
|
Leatherworker
|
Prophet
|
7
|
Mercenary
|
Merchant
|
Medic
|
Psion
|
8
|
Raider
|
Nurse
|
Mercenary
|
Shadow
|
9
|
Slave
|
Preacher
|
Nurse
|
Spirit Talker
|
10
|
Survivor
|
Prophet
|
Tinkerer
|
Survivor
|
11
|
Thug
|
Rider
|
Trainee
|
Trainee
|
12
|
Trooper
|
Slave
|
Trooper
|
Visionary
|
Write three or more sentences, about your earliest memories.
Include a sentence about each of the parents you knew, and another about the
place where your earliest memory of them occurred. If you want to write more
sentences, you could reveal information about their occupations, the virtues
they tried to instil in you, any siblings, cousins, or extended family who
might have influenced you in some way.
Note: Parental Origins
The parents defined through these earliest roles are the two
people who contributed genetically to the birth of the character. But they may
not necessarily be the two people who had the strongest influence on the
character as they grew up. If a biological father leaves, a character could be
raised by two mothers, a similar situation could see two fathers as the
influencers in a child’s life; a single parent is a valid option too. In a
post-apocalyptic environment, a person tends to be raised by whoever cares for
them most… in some cases this might mean that the individuals learns by fending
for themselves because there is simply no one else around with the time or
inclination to raise a child. This is why the sentences are just as important
as the dice rolls when creating a character; the dice rolls prompt the
sentences, the sentences give context for the dice rolls.
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