You've arrived in your new era, and you have noticed three issues immediately.
Firstly: You have nowhere to stay. (How long will you be here? Who knows.)
Secondly: You have nothing to wear. (Your clothes definitely don't fit in.)
Thirdly: What are you going to do for money? (It's not immediately obvious, you know.)
In order for your character to progress to the next phase, you must roll three four-sided dice and write a solo or do an RP wherein you address these three problems. Your dice rolls will determine how well you do, and will enable you to pick one to three advantages, depending on how many points you end up with. (Higher numbers are better and indicate a better stealthing into the society!) When you're ready to move on, please quote your moderators and one of them will drop in to give you the information you need to prepare for your next phase.
Please feel free to RP as much as you like within your era. :>
You may assign your dice values to each slot as you will. So if you roll a 1, a 4, and a 3, you can put the three on whatever you like--it doesn't have to apply to the third set of concerns.
What sort of lodgings do you acquire for your stay?
1. You know, I've always liked camping. (None)
2. It's fun to stay at the YMCA. (Youth hostel/homeless shelter)
3. I scrounged up enough cash to secure a rented room. (Hotel/rented room) 4. I've managed to find a comfy bed with a kindly family or group. (Rented room, free)
What sort of clothing do you find to help you blend in?
1. My clothes are fine. (None)
2. I found a clothesline. (Stolen off a clothesline; low-class or poorly meshing) 3. I scrounged up enough cash to secure a pretty decent outfit. (Purchased; mid-class or slightly against social mores)
4. Someone took pity on me and helped me blend in more. (Free; easy to pass)
How are you going to earn some cash?
1. I don't need it. (None)
2. Busking! I'm good at it! (Low income)
3. Some under-the-table work. (Middleish income) 4. I've always fancied myself a con man... (High income)
Every three points you earn can be traded in for a bonus. The options are: one of your characters' powers can be re-earned, a +1 bonus to persuasion rolls, a +1 bonus to athleticism/combat rolls, or a +1 increase in one of your situational rolls (so securing better housing, clothing, or job).