Walkabout Character Generation - Phase 4: Maturity
I know that a lot of this series of posts needs context... I'm writing about cultures, communities and other elements that haven't been described... more about these elements of the game will be described shortly, and hopefully the whole lot will fall into place when they are described. For the moment, another stage of the character generation process... this is the stage where most people of the world generally end their development journey. The player characters are wayfarers who have one extra phase of development after this.
After adolescence, a person is expected to start walking
their own path and earning their own keep. In the settlements and communities
across the post-apocalyptic world, this means contributing to society in some
way; perhaps by using the skills gained in childhood and adolescence to work a
job locally, perhaps by setting out to other communities where their skills
might be in more demand, or where they can learn skills unfound at home. Whatever
journey a person takes through their maturity, it was set into motion by the
opening steps in their adolescence, but that doesn’t mean the journey has gone
in a straight line. Every person’s path is different, and it is the difference
of these paths that bring a variety of perspectives to the world.
Roll 6 d10 to determine
relationships and events during your maturity.
There are 10 characteristics
Advances:
- 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. If you have 6 or more relationship levels, you may choose an exclusive ability or edge associated with that culture.
- Gain two free bonuses.
This stage of your life is fresher in your memory, your
identity has been forged. Write a sentence or two for each of the relationship
die results. These sentences don’t need to describe six different events, but
do need to explain what happened to improve any relationships, what happened to
degrade them, and how they might have contributed to the ability and free
bonuses gained. 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).
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