Walkabout Character Generation - Phase 3: Adolescence
I've been getting some good discussion on Facebook, mostly from a few old friends who've been watching the project unfold, but it would be interesting to hear what a few other people have to say about the development of this system. I'm worried that it's all a bit vague at the moment, and people don't have enough context for these posts to make sense. It's all clear in my head, but I'm sure there are more elements that need to be revealed before it all makes sense to the rest of the world.
There will be some explanations with sample characters generated at the end of this series of posts describing the generation/life-path system. Two more parts of character generation after this one.
There will be some explanations with sample characters generated at the end of this series of posts describing the generation/life-path system. Two more parts of character generation after this one.
On achieving adolescence, a person starts who identify who
they are and make decisions for themselves based on that identification. This
is a time when deliberate choices about the future are made in a person’s life,
rather than accepting the choices of parents or guardians, and it is at this
stage that a person begins the journey that will define their legacy. Some may
choose to remain with their family or the cultural group they have grown up
with, others may choose a different path. Each of these choices will make an
impact on the stories told.
Roll 6 d8 to determine
relationships and events during your adolescence.
Advances:
- Gain a random attribute. If you have 3 or more relationship levels to a specific culture, you may instead choose one of the two attributes commonly associated with this culture. (If you have already used this for a specific culture, you must choose the other associated attribute)
- Gain any ability from your culture. If you have 3 or more relationship levels to any specific culture, or member of that culture (including a parent), you may choose a common ability associated with that culture.
- Gain a free bonus.
Write a sentence or two describing the events that lead to
the improved attribute, the ability gained, and the free bonus. If you want to
write more, you can once again write about what happened to improve or degrade
any relationships. 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 these sentences could describe times
when you asserted independence from your family, finding new mentors and role-models;
your sentences may start to show specific items that you still carry, elements
such as clothing, hair, and mannersisms that you might have adopted at this
age, as well as referring back to significant people who might have appeared at
earlier stages of your life.
Note: Free Bonuses
Once a character has reached
adolescence, they are able to make more decisions for themselves and more
specific define the paths they want to take in the future. This is reflected
through free bonuses, which may be used to improve specific characteristics
and tailor the character toward a certain path.
A free bonus may be used to:
·
Improve
an attribute*
·
Gain a
resistance*
·
Gain an
ability, edge, enhancement, or piece of equipment associated with the
character’s location or culture.
·
If
character has the requisite abilities for an occupation, they may declare
that they have pursued this occupation. Now they may spend any of their free
bonuses to gain an edge or an ability associated with the occupation.
·
If
character has three relationship levels in a subculture, they may gain its
relevant edge or an ability associated with it.
* This free
bonus option may only be selected once
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