Designing Characters and Worlds

Introduction

This is the first chapter of a set of rules for a role playing system. I call it a system because it is not tied to any particular game setting or genre. To play in this system you will need four things. First you need a a game setting. Then you need a a Game Master—called a GM—who acts as game designer, operator, and referee. Then you need at least one player, who will develop one or more characters. Finally you need a way of generating random numbers from 1 to 10 (ten sided die, a computer program, etc.).
    The primary thing that sets Borigon apart from other role-playing systems  is that the game is user-defined. Every aspect of the game can be defined to be tailor-made for the setting and situations of the game setting being played.
    As you read this text you will discover four types of sections. The first are sections that describe the philosophy of role-playing games and are itnended for anyone to read. The second is a player section; this is designed for anyone to read since players need to know what is in them and Gms must be masters at it. The third is a GM section and is designed for GMs to read, and they contain advice for running the game, designing settings, and designing adventures. The fourth are example sections, where an illustration of the rules is presented.

Philosophy Section: The Character and the Setting

In a role-playing game there are two elements that are impossible to do without: The setting and the character. Each is an expression of art. The setting is the expression of the GM and the character is an expression of the player. Both are manifestations of the interplay between idea and realization. Both must evolve over time to suit the advancing needs of the game.
    At first these will be, necessarily, primitive ideas. Only with time will they become more polished and refined. Along the way ideas will be added and discarded. This will invlove painful decisions about what to do in various situations. Since the ultimate goal is for everyone involved to have fun, that should be the deciding factor as to which choices to make.
    The GM is in control of the game, so there might be a tendency to be dictatorial. When you make a decision, be sure to think over how this decision will effect the amount of fun of fun your players will have. You might think it is cool, but that doesn't mean your players will.
    Players have the freedom to develop their characters as they see fit. On the other hand make sure that you realize that there are other players who want to have fun, too. How will your decisions impact the fun that they have? Are you developing an ability that will take away from another character?

GM Section: Pre-Character Setting Design

As a GM your responsibility is to provide the prospective character with all of the options necessary. You will need the following player aids:

  1. A list of the choices for races to play.

  2. The game details of each race. See the Chapter Creatures and Equipment.

  3. A list of the places each race can be from. See the Chapter Nations and Societies.

  4. A list of the available professions for each race/place.

  5. The game details of each profession. See the Chapter Professions.

  6. A list of each life path available for each race/place.

  7. The game details of each life path. See the Chapter Life Paths.

  8. A list of preadventures available for each race/place.

  9. The game details of each preadventure. See the chapter on Preadventures.

  10. A list of character templates for fast character design.

  11. The game details of the templates. See the Chapter Character Templates.

  12. Have a collection of pregenerated characters for players to choose from, if they want them.

  13. Guidelines for names appropriate to the race/place.

This sounds like a lot of work, and it is if you try to make it complete at the start. You need not start out with everything. Begin with one race and one place. Start with the most common professions, life paths, preadventures, and templates that are most important to the race and the place you are building.
    Do not be afraid to develop as you go. Start with the bare essentials and work it out, possibly with input from your players. If they can think of a good idea for a race, nation, profession, life path, or preadventure, let them try it out.

Player Section: Character Design

It is time to begin the story of your character. The first decision you must make is whether to engage in the full character development system, prepare a character from a template, create a free-form character, or play a pregenerated character. Before you can proceed on either of these methods, you must consult the GM to make sure that all of these methods are avilable.
    If you decide to use the full character generation system, then continue below. Should you choose to develop a template-generated character see the chapter on Character Templates. If you choose to play a pregenerated character you will need to understand the background story of the character and its behavior guidelines. Every character begins with 10 History Points, History Points are explained more fully in the chapter Skills and Abilities.
    You will need to answer several questions:

  1. What kind of character do you want?

  2. What race will the character be? Note the game details of the race on your character worksheet. Pay any History Point cost for your choice of race. Any remainder will be added to your total for character creation.

  3. What is the name of character?

  4. Is your character a child? Adolescent? Adult? Middle-aged? Or old-aged?

  5. Has the character gained most of their abilities from training, life experience, or specific adventures?

  6. What one ability defines your character. Describe this ability and name it. The GM will tell you how much it costs in terms of History Points. Deduct this from your current total (negative numbers translate to removing History Points during later stages of character creation).

  7. Choose three adjectives to describe the general behavior of your character.

Advantages cost History Points, detriments can give them back. A genral guideline is that anything that forces your character to act in a specific way will be a detriment.
I recommend using a worksheet for noting the game details of your character. Then transferring the final version to the master character sheet (see the sample character sheet below). Keeping it on computer is also a good idea.
    When coming up with a character concept you can be as detailed or as general as you like. The more specific you get with the character concept the more tied into the game world your character will be. In such a case you will need to work closely with the GM to make sure all of the details fit.
    Decide if your character has gained most of their skills and abilities from training, life experience, or significant events; the details can be found in later chapters. Training is based on professions, and the GM will have a list of them. Life experience is reflected in life paths, a collection of abilities based on a specific theme chosen by the player. Significant events are represented by preadventures; adventures that your character has experienced before entering the game. As you progress through the game, your character will collect History Points (HP), an abstract measure of the experience your character has gained. At least 50% of your available HP during character creation must be spent on your decision; that is at least half of your History Points must be spent on professions if your character gained most from training, life paths if your character gained most from life experience, or preadventures if your character gained most from significant events.
    Choose three adjectives to describe the general behavior of your character (for example: Quick-witted, honorable, and loyal). These will help you play the role of the character as the game progresses. Over time you can add or subtract from the list.

Example Section: Pre-Character Setting Design for Borigon

Here is a list of the Races for Game Play:

  1. Borigonian: They are pointy-eared humanoids standing about 1.5 meters. There are three borigonian nations: Borigon: a warrior-oriented nation, The Mountain Clan: a craft-oriented nation, The Southern Clan: a seafaring-oriented nation. The nations are united under the High Queen as an empire.

  2. Arric: They are white-furred humanoids who are fierce warriors. Their nation is warrior-oriented to the far northwest.

  3. Bunmial: These are black humanoids who are master magicians. Their mountain nation is in the center of the world.

  4. Drubrandall: These are immortal shapechangers. Their nation is information-oriented in the swamps of the far northeast.

  5. Drusirric: These are flexible psychic hunters. Their hunting-based nation is in the swamps to the northeast.

  6. Qandarric: Giant mice with thumbs. Their merchant-based nation is in the forests near the eastern spine of mountins in the southeastern quadrant. Their nation is a part of the Empire of Borigon.

  7. Husirric: Giant psychic insectoids. Thier warrior-based nation is located in the central swamps in the southeast quadrant. Their nation is part of the Empire of Borigon.

  8. Faerpencorfin: White-skinned, red-eyed, four-armed humanoid warriors. Their nation is located near the northern spine of mountains in the northwest quadrant.

  9. Jangen: These are short humanoids who are completely white and are allergic to sunlight. Their underworld nation is in the mountains of the eastern spine, and it is a part of the Empire of Borigon.

  10. Meliasirric: These are green six-legged lizards who are scholars. There are two information-based nations; one in the northwestern forests in the southeast quadrant, the other is an island to the south. Both are part of the Empire of Borigon.

  11. Rihara: These are giant wild men. Their warrior nation is located in the jungle in northeast quadrant near the northern spine.

Here are the game details of these races (these races were created using Chapter Three: Creatures and Equipment):

Borigonian

Mundane, omnivorous, social, foragers.
1.5 meter tall, 80 kilogram humanoids with pointed ears, fair or brown hair, and green or grey eyes.
PF: 1, MA: 1, IN: 2, IU: 0, PY: 0, MP: 0.

Abilities:

Literacy (IN) (b): The ability to read and write the script of the Land. Every Borigonian can read from birth.
Plains Survival (IN) (b): The ability to life off the land in the plains. Children are taught the ways of the plains from an early age.

Attacks:

Punch: light strike damage.
Kick: medium strike damage.

Defenses:

Damage Capacity: 3.

Movement:

Walk: 4 kph.
Run: 8 kph.

Other:

Speed Factor: 1.
Lifespan: 12 years for childhood/7 years for adolescent/21 years for adutlhood/30 years for middle age/60 years for old age (130 years total)
Cost: 0.

Mountain Clan Borigonian

Mundane, omnivorous, social, foragers.
1.5 meter tall, 80 kilogram humanoids with pointed ears, fair or red hair, and green or red eyes.
PF: 1, MA: 2, IN: 1, IU: 0, PY: 0, MP: 0.

Abilities:

Mountain Clan Crafter (MA) (e): The ability to work with tools and materials to make things. These abilities are second-nature as every child spends their lives around tools and making things with them.
Mountain Survival (IN) (b): The ability to live off the land in the mountains. Children are taught the ways of the mountains from an early age.

Attacks:

Punch: light strike damage.
Kick: medium strike damage.

Defenses:

Damage Capacity: 3.

Movement:

Walk: 4 kph.
Run: 8 kph.

Other:

Speed Factor: 1.
Lifespan: 12 years for childhood/7 years for adolescent/21 years for adutlhood/30 years for middle age/60 years for old age (130 years total)
Cost: 1

Southern Clan Borigonian

Mundane, omnivorous, social, foragers.
1.5 meter tall, 80 kilogram humanoids with dark skin and pointed ears, black or brown hair, and green or blue eyes.
PF: 2, MA: 2, IN: 1, IU: 0, PY: 0, MP: 0.

Abilities:

Ocean Survival (IN) (b): The ability to live off the land at sea. Children are taught the ways of the sea from an early age.
Southern Clan Ability (d): The ability to use a boat, swim, and work as a sailor aboard a ship. They begin to learn the ways of ships as children.

Attacks:

Punch: light strike damage.
Kick: medium strike damage.

Defenses:

Damage Capacity: 3.

Movement:

Walk: 4 kph.
Run: 8 kph.

Other:

Speed Factor: 1.
Lifespan: 12 years for childhood/7 years for adolescent/21 years for adutlhood/30 years for middle age/60 years for old age (130 years total)
Cost: 1

The Arric

Mundane, carnivorous, social, hunter.
2 meter tall, 300 kilogram white furred humanoids who are known to be fierce warriors who ceremonially drink the blood of those they capture in battle. They are initiates of their White War God Faerardribrosh.
PF: 2, MA: 2, IN: 1, IU: 1, PY: 0, MP: 0.

Abilities:

Arctic Mountaineer (PF + 3) (d): The ability to live off the land in mountainous and arctic conditions. Also the ability to climb mountains.
Arric Combat (MA + 2) (e): The ability to fight using their claws, kicks, bites, and the ability to strike and parry with their club. They can also throw their clubs and disarm their opponents.
Arric Physique (PF) (d): The ability to physically keep going despite fatigue. Also the ability to apply physical force.
Club Making (MA + 2) (b): The ability to make, and repair, a club.
Initiated to Faerardribrosh (MP + 1) (b): The character is a member of the religion of Faerardribrosh.
Tracking (IN or IU + 4) (d): The ability to follow a trail. They can also identify what made the tracks when using an appropriate skill.

Attacks:

Club: 1.5 meter long club weighing 8 kilograms, extreme strike damage.
Claw: medium strike damage.
Kcks: heavy strike damage.
Bite: light thrusting damage.

Defenses:

Light Armor
Damage Capacity: 5

Movement:

Walk: 6 kph.
Run: 12 kph.

Other:

Speed Factor: 2.
Lifespan: 10 years for childhood/5 years for adolescent/15 years for adutlhood/15 years for middle age/15 years for old age (60 years total)
Cost: 5.

The Bunmial

Fantastic, omnivorous, social, foragers.
2 meter tall, 80 kilogram humans with jet-black skin. They are frequently adorned with robes bearing celestial themes and wearing jeweled rings.
PF: 1, MA: 1, IN: 1, IU: 0, PY: 0, MP: 4.

Abilities:

Bunmial Mountain Magic (MP) (e): Steeped in the mysteries of mountain magic from early childhood, the Bunmial learns to sense and interact with the substance of magic—the astral light. After learning simple exercises to allow their talent to grow, they are taught the ways of basic rituals. These require a week of preparation (daily prayers to the God of Ancient High Magic and bathing in purified mountain water). Magical tools are made (if they are not already available): The Brazier of the Art, The Spirit Gong, and The Crystal Shard. The result of these items is determined by a Bunmial Mountain Magic roll. These preparations culminate in a one hour ritual with the following steps:

You are allowed to learn one ritual intention (the purpose for doing a magical ritual, some examples are healing, far seeing, invisibility, etc.).
    After some time you are taught the ways of making talismans—one-shot magic items. These take a week of careful work to produce. Then they require a magical ritual similar to that above—without the week of preparation— to charge them. After they are used, if they survive, they may again be charged. They learn another magical intention for their talismans.
    After several years of study they learn the Bunmial Mountain Ritual. This requires a day to prepare, and an hour to perform, otherwise it is similar to that described above. There are two differences. There is a +5 bonus to each step when performing this ritual upon the Bunmial Mountain. And the magical  detriment for each step is 2. You learn one magical intention for this ritual.
Highlands Survival (IN + 2) (b): The ability to live off the land in the mountains.
Knowledge of Magic (IN + 3) (d): An in-depth expertise in the facts of magic.
Magical Imagination (MP) (b): You can hold the idea of a magical intention firmly in mind.
Magical Will (MP) (b): You can gather the personal resources required to perform magic.
Magical Senses (MP) (b): You can sense the presence of magical forces and spells.

Attacks:

1 punch: light strike damage.
or 1 kick: medium strike damage.

Defenses:

Damage Capacity : 3.

Movement:

Walk: 6 kph.
Run: 12 kph.

Other:

Speed Factor: 1
Lifespan: 10 years for childhood/10 years for adolescent/55 years for adutlhood/50 years for middle age/75 years for old age (200 years total)
Cost: 8

Drubrandall

Fantastic, omnivorous, social, foragers.
1.5 meter tall, 50 kilogram green rubbery looking humanoids who can change their shape. They are know to be immensely secretive, and they are sages of world-renown.
PF: 1, MA: 2, IN: 2, IU: 0, PY: 0, MP: 3.

Abilities:

Shapechange (MP + 2) (e): You can change your shape into a particular form, chosen as a child.
Swamp Survival (IN + 3) (b): The ability to live off the land in swamps.
Drubrandall Scholarship (IN) (e):  The Drubrandall are experts in the knowledge of the world and beyond. They have an expertise in the facts of the world and its nations. This includes literacy and basic mathematics.
    They also have two other specific areas of knowledge they are expert in.

Attacks:

They shapechange into any form they have studied and gain that form's attacks (and defenses) when in that form.

Defenses:

Damage Capacity: 3.

Movement:

Walk: 5 kph.
Run: 10 kph.

Other:

Speed Factor: 2
Lifespan: 10 years for childhood/10 years for adolescent/No limit on the years for adutlhood (immortal).
Cost: 10

Drusirric

Fantastic, carnivorous, social, hunters.
1 meter tall, 50 kilogram green creature that is terrifyingly flexible with a grinning face and a mouth full of fangs.
PF: 2, MA: 3, IN: 1, IU: 0, PY: 1, MP: 0.

Abilities:

Drussiric Combat Ability (MA + 2) (e): This is a combined ability of several combat skills. First there is the ability to attack by biting with their fangs doing Medium Thrust damage.
    Then there is the ability to stab with, or throw, a Drussiric Dart. This is a ½ meter long dart used as a thrown weapon or as a short spear. It is made from the Torqadar tree (small but strong). The thrown attack is medium thrusting damage up to 20 meters. The spear-like attack does heavy thrust damage. They can perform a disarming attack. They can use their Psychic Harming power to increase the damage done by any successful attack (though the score in Psychic Harming does not add to their roll to hit, it does take up a modifier slot).     
Dart Making (MA + 1) (b): The ability to make a Drussiric Dart from the cured wood of a Torqadar tree. This takes a week to cure properly.
Drussiric Physique (PF + 1) (d): The ability to keep going despite hardship and the ability to apply physical force.
Far Reach (PF + 1) (e): The ability to extend their arms farther than they can normally reach.
Flex Dodge (MA + 3) (b): The ability to use their flexibility to flow around an attack and avoid it.
Psychic Harming (PY + 3) (d): The ability to attack targets physically with their mind alone.
Psychic Tracking (PY + 3) (d): The ability to follow a trail by opening themselves to the psychic world. This works by locating the disturbances left in the psychic world by the passage of the subject of their tracking.. They can also identify the tracks if they modify with Swamp Survival or some other suitable ability.
Swamp Survival (IN + 2) (b): The ability to live off the land in the swamp.
Tracking (IN + 3) (b): The ability to follow a trail. They can also identify the tracks if they modify with Swamp Survival or some other suitable ability.

Attacks:

Bite: Medium thrust damage.
Psychic Harming power.

Defenses:

Damage Capacity: 7.

Movement:

Walk: 5 kph.
Run: 10 kph.

Other:

Speed Factor: 4
Lifespan: 10 years for childhood/10 years for adolescent/10 years for adutlhood/10 years for middle age/10 years for old age (50 years total)
Cost: 7

Faerpencorfin

Mundane, carnivorous, social, hunters.
2 meter tall, 100 kilogram humanoids with four arms and two legs, they have bleach-white skin and red eyes. They have a reputation as fierce warriors.
PF: 3, MA: 4, IN: 1, IU: 1, PY: 0, MP: 0.

Abilities:

Arctic Survival (IN) (b): The ability to live off the land in the  arctic regions.
Battle Fury (PF + 2) (d): Allows the character to act faster than normal, by half the level of success, all melee attacks have half the level of success added to the damage done, and the character ignores the effects of pain. The fury lasts for one action per level of success. If a foe flees you will give chase. If the enemy is killed a skill check is required or else friends and neutrals will be attacked.
Faerpencorfin Combat Ability (MA + 2) (d): This is a mixed ability to throw the Ghutrah, 25 cm diameter metal discus with a sharp edge doing medium cut damage out to 30 meters. It is the ability to strike and parry with the Mutrah, a heavy bladed 1.5 meter sword doing extreme strike damage.
Faerpencorfin Physique (PF + 2) (d): This is the ability to ignore pain and to apply physical force.
Weapon Making (MA) (d): You can make a Mutrah in three days and a Ghutrah in a day.
Tracking (IN + 4) (d): The ability to follow a trail. They can also identify the tracks if they modify with Arctic Survival or some other suitable ability.

Attacks:

Punch: Heavy strike damage.
Kick: Extreme strike damage.

Defenses:

Damage Capacity: 5.

Movement:

Walk: 6 kph.
Run: 18 kph.

Other:

Speed Factor: 2
Lifespan: 10 years for childhood/10 years for adolescent/30 years for adutlhood/20 years for middle age/20 years for old age (90 years total)
Cost: 6

Husirric

Fantastic, omnivorous, social, hunter.
3 meter high, 1 meter wide and long, 50 kilogram black chitinous insectoid/humanoid with ear ridges and huge eyes. They are generally friendly. They are raised as warriors from childhood. They burrow into the earth and live out of warrens.
PF; 3, MA: 1, IN: 1, IU: 0, PY: 1, MP: 0.

Abilities:

Husirric Combat Ability (MA + 4) (d): This is a combinations of combat skills.
    The first is the ability to strike a target with a Hussiric Bow. This is a 3 meter long bow, gaining one shot every six seconds. This does tremendous damage out to 50 meters, and extreme damage out to 200 meters.
    The Hussiric Javelin skill allows for thrusting, parrying, and throwing the 1 meter long Hussiric Javelin.  Whether used as a small spear or thrown out to 50 meters, this does Medium Thrusting damage.
    They can strike and parry with the Husrric mace, a 2 meter long pole with a flanged mace head atop it doing Extreme Strike damage.
    They can trust and parry with the Husirric Spear, a 3 meter long heavy spear doing Extreme Thrusting damage.
    They can strike and parry with the Husirric Sword, a heavy bladed sword doing Extreme striking damage.
Husirric Craft Skill (MA + 3) (d) This is a combination of abilities.
    The first is the ability to make a Husirric Bow, this takes an entire season.
    The second is the ability to make Husirric arrows, this requires a day.
    The third is the ability to make their javelins after a day.
    The fourth is the ability to make the Husirric Mace in a week.
    The fifth is the ability to make a spear in a day.
    The sixth is the ability to make a Hussiric Sword in a week.
Observation  (IN +3) (d): The ability to notice things you are not looking for.
Spot Hidden (IN +3) (d): The ability to Notice things you are looking for.
Swamp Survival (IN + 2) (b): The ability to live off the land in the swamp.
Telepathy (PY +1) (d): The ability to communicate mind-to-mind with others. There is no detriment for this.
Tracking (IN +2) (d): The ability to follow a trail. They can also identify the tracks if they modify with Swamp Survival or some other suitable ability.
Warren Power (PY + 3) (e):

No spot: The ability to notice psychic powers at no detriment. The ability to project their psyches into the Psychic World and interact with what they find. The ability to cause fear.

Red spot: The ability to notice psychic powers at no detriment. The ability to project their psyches into the Psychic World and interact with what they find. The ability to cause physcal damage at range.

Blue spot: The ability to notice psychic powers at no detriment. The ability to project their psyches into the Psychic World and interact with what they find. The ability to cause madness at range.

Yellow spot: The ability to notice psychic powers at no detriment. The ability to sense things in the physical or psychic worlds at any distance. The character will also know where what they are sensing is located relative to them.

White spot: The ability to notice psychic powers at no detriment. The ability to project their psyches into the Psychic World and interact with what they find. The ability to cause confusion in others at range.

Green spot: The ability to notice psychic powers at no detriment. The ability to know things without knowing how you know them. The ability to gain a positive modifier through knowing what is going to happen before it happens.

Purple spot. The ability to notice psychic powers at no detriment. The ability to halt all conscious movement in a target. The ability to project their psyches into the Psychic World and interact with what they find.

Orange spot. The ability to notice psychic powers at no detriment. The ability to place psychic powers within a physical item. The ability to project their psyches into the Psychic World and interact with what they find.

Brown spot. The ability to notice psychic powers at no detriment. The ability to allow spirits, ghosts, or psychic beings to possess the husirric. The Husirric can allow spirits, ghosts, or psychic beings to possess others.

Red eyes. The ability to notice psychic powers at no detriment. The ability to be invisible. The ability to make others invisible.

Blue eyes. The ability to notice psychic powers at no detriment. The ability to sense the future. Also the ability to sense the spiritual Guardians of Time.

Yellow eyes. The ability to notice psychic powers at no detriment. The ability to produce fire at a distance. The ability to produce physical force at a distance.

White eyes. The ability to notice psychic powers at no detriment. The ability to project their psyches into the Psychic World and interact with what they find. Each member of this tribe also has another psychic ability.

Green eyes. The ability to notice psychic powers at no detriment. The ability to read thoughts at a distance. This last ability extends to more than one target at a time.

Purple eyes. The ability to notice psychic powers at no detriment. The ability to control another's will by suggestion. This last power can extend to more than one target at a time.

Orange eyes. The ability to notice psychic powers at no detriment. The ability to produce physical force at a distance. This last power can be used to manipulate mroe than one object at a time.

Brown eyes. The ability to notice psychic powers at no detriment. The ability to sense things in the physical or psychic worlds at any distance. The ability to know the truth of some situation.

2 Red spots. The ability to notice psychic powers at no detriment. The ability to cause physcal damage at range. The ability to project their psyches into the Psychic World and interact with what they find.

2 Blue spots. The ability to notice psychic powers at no detriment. The ability to cause madness at range. The ability to project their psyches into the Psychic World and interact with what they find.

2 Yellow spots. The ability to notice psychic powers at no detriment. The ability to sense things in the physical or psychic worlds at any distance. The ability to know where what they sense is located in relation to them.

2 White spots. The ability to notice psychic powers at no detriment. The ability to cause confusion in others at range. The ability to project their psyches into the Psychic World and interact with what they find.

2 Green spots. The ability to notice psychic powers at no detriment. The ability to know things without knowing how you know them. The ability to gain a positive modifier through knowing what is going to happen before it happens.

2 Purple spots. The ability to notice psychic powers at no detriment. The ability to halt all conscious movement in a target. The ability to project their psyches into the Psychic World and interact with what they find.

2 Orange spots. The ability to notice psychic powers at no detriment. The ability to place psychic powers within a physical item. The ability to project their psyches into the Psychic World and interact with what they find.

2 Brown spots. The ability to notice psychic powers at no detriment. The ability to allow spirits, ghosts, or psychic beings to possess the husirric. The Husirric can allow spirits, ghosts, or psychic beings to possess others.

Red and blue spots. The ability to notice psychic powers at no detriment. The ability to cause physcal damage at range. The ability to project their psyches into the Psychic World and interact with what they find.

Yellow and white spots. The ability to notice psychic powers at no detriment.  The ability to sense things in the physical or psychic worlds at any distance. The ability to project their psyches into the Psychic World and interact with what they find.

Green and purple spots. The ability to notice psychic powers at no detriment. The ability to know things without knowing how you know them. The ability to know things without knowing how you know them. The ability to project their psyches into the Psychic World and interact with what they find.

Orange and brown spots. The ability to notice psychic powers at no detriment.  The ability to allow spirits, ghosts, or psychic beings to possess the husirric. The ability to project their psyches into the Psychic World and interact with what they find.

Prismatic spot. The ability to notice psychic powers at no detriment.  ability to cause psychic powers to suddenly appear in the target item or individual. The ability to project their psyches into the Psychic World and interact with what they find.

Attacks:

Arm Strike: Heavy Damage
Leg Strike: Extreme Damage
Bite: Heavy Thrusting Damage

Defenses:

Heavy Armor
Damage Capacity: 5.

Movement:

Walk: 5 kph.
Run: 20 kph.

Other:

Speed Factor: 2
Lifespan: 10 years for childhood/10 years for adolescent/20 years for adutlhood/40 years for middle age/20 years for old age (50 years total)
Cost: 10.

Qandarric

Mundane, carnivorous, social, scavengers.
½ meter tall, 20 kilogram furry humanoid with thin angular faces, beady black eyes, and large round ears atop its head. They are very literal minded and are always swearing deals on their patron God, Hathedin.
PF: 0, MA: 2, IN: 1, IU: 0, PY: 0, MP: 1.

Abilities:

Bargaining (IN + 2) (b): The ability to get the best possibel deal on the exchange of goods and services.
Bite (MA) (b): The ability to strike doing Light thrust damage.
Forest Survival (IN + 1) (b): The ability to live off the land in forests.
Initiation into Hathedin (MP) (b): Initiated into the God of the Qandarric, Hathedin.

Attacks:

1 Bite: Light thrust.

Defenses:

Damage Capacity: 2.

Movement :

Walk: 4 kph.
Run: 20 kph.

Other:

Speed Factor: 3.
Lifespan: 2 years for childhood/2 years for adolescent/5 years for adutlhood/13 years for middle age/25 years for old age (50 years total)
Cost: 3.

Jangen

This is a fantastic omnivorous hunter 1 meter tall and weighing 25 kilograms. They are generally humanoid in shape but are pure white. They are allergic to sunlight and so their villages are underground. They are the creation of The Mountain to combat the chaos eating at its roots.
PF: 1 MA: 1 IN: 1 IU: 0 PY: 0 MP: 1

Abilities:

Craft (Poleaxe) (MA) (b): Ability to make a 2 meter long with red-bone spear-head and a red-bone axe-head.
Craft (Sling) (b) (MA): Ability to make a .75 meter sling and its red-bone bullets.
Allergy (Sunlight) (Condition) (d) 5: Sunlight causes them to become sick, this is a general detriment on all ability attempts.
Hunting and Tracking (d) (MA): The ability to find and follow trails, and to hunt animals or other targets.
Jangen Sling (MA + 4) (b): Ability to strike a target with a sling bullet out to 150 meters, 9 times per minute. Red-bone bullets do heavy magical striking damage.
Poleaxe (MA + 1) (b): Ability to strike or parry with poleaxe. The axe-head does an extreme magical strike, while the spear-head does a heavy  magical thrust.
Resist Chaos (MP + 3) (e): The ability to ignore any altering effects due to contact with primal chaos.

Attacks:

Punch: Light strike.
Kick: Medium strike.

Defenses:

Damage Capacity: 10 (7 more than normal)

Movement:

Move: Walking speed is 5 kph.
Running speed is 10 kph.

Other:

Speed Factor: 5 (4 more than normal)
Lifespan: 5 years for childhood/5 years for adolescent/25 years for adutlhood/25 years for middle age/15 years for old age (75 years total)
Cost: 10

Meliasirric

This is a fantastic omnivorous forager 2 meters long, 2 meters high, 150 kilograms, and is a green six-legged lizard related to the Sircorfin. This is an intelligent race of forest dwellers.  They have a clannish society organized around the greatest scholar in the clan.
PF: 2 MA: 1 IN: 2 IU: 1 PY: 1 MP: 0

Abilities:

Night Vision (Condition) (b) 4: The ability to see in the dark.
Psychic Sensitivity (b) (PY): The ability to notice psychic powers at no detriment.
Claws (MA +2) (b): The ability to strike or parry with claws.
Survival (Forest) (IN or IU +1) (b): The ability to live off the land in the forest.
Observation (IN or IU +1) (d): The ability to notice things not being sought.
Knowledge Skill (IN) (d): Expertise in the facts of the particular knowledge skill.

Attacks:

2 Claws for Medium Damage.

Defenses:

Medium Armor.
Damage Capacity: 5

Movement:

Walking speed is 10 kph.
Running speed is 50 kph.

Other:

Speed Factor: 2
Lifespan: 5 years for childhood/10 years for adolescent/15 years for adutlhood/30 years for middle age/20 years for old age (80 years total)
Cost: 5

Rihara

This is a race of wild men, 3 meters tall and weighing 200 kilograms. They are fantastic carnivorous hunters. They are hunched over and a green color beneath matted dirt, mud, and leaves.
PF: 3 MA: 3 IN: 2 IU: 3 PP: 3 MP: 1

Abilities:

Clairvoyance (PY +1) (d): The ability to sense things in the physical or psychic worlds at any distance.
Craft (Animal Skin Armor) (MA) (b): The ability to make light Sircorfin armor.
Geography (IU) (b): The ability to know the lay of the land.
Hunting and Tracking (IU +8) (d): The ability to find and follow trails, and to hunt animals or other targets.
Psychic Tracking (PY +1) (d): The ability to identify and follow a trail.
Psychic Healing (PY) (d): The ability to heal physical damage in the target.
Read Thoughts (PY) (d):  The ability to read thoughts at a distance.
Spear (MA +2) (b): The ability to strike, thrust, and parry with the 6 meter long, extreme damage spear.
Stealth and Concealment (IU +8) (d): The ability to move while remaining undetected.
Unarmed Combat (MA +2) (d): The ability to strike and parry with their body.

Attacks:

2 Claws for Medium Damage.
Bite for Medium Damage

Defenses:

Light Armor (animal skins).
Damage Capacity: 6

Movement:

Walking speed is 5 kph.
Running speed is 15 kph.

Other:

Speed Factor: 3
Lifespan: 5 years for childhood/5 years for adolescent/15 years for adutlhood/15 years for middle age/10 years for old age (40 years total)
Cost: 10

GM Section: Character Design

Always be ready for the needs of players, especially new players, when they create characters. Do not take an adversarial role with the players. There are questions things to keep in mind when developing a character concept:
1.    Is the character concept allowable within the constraints of your game setting?
2.    Does it seem likely that the concept will be successful in providing fun for the players in the game; not just the player making the character, but also the others.
The first point is more important than the second, if  a concept doesn't work for your game setting, then that is it! Don't discount the feelings of other players—a dissatisfied crowd can destroy your game.
    As the character concept takes shape think about how you can use the character in the adventure(s) that you are developing. What role will the player have? If there isn't one, can you think of one that you can invent? It is important that all of the players get a chance to play—even if they are not going to participate in every aspect.
    Be mindful that character creation is a part of the game, and should be played out as a story being unfolded. Provide the necessary background for the character when decisions are required.
Player Section: Character Abilities and the Basics of How to Play the Game.
It is important to understand the numbers in the game. It works like this. When you want your character to do something you base it on some ability of the character. You can modify it with one or two other abilities your character has. There may be circumstances where you will have more or fewer modifying abilities. When you have the total the GM determines any circumstantial modifiers (without necessarily telling you everything). Then you roll a d10 and subtract the die roll from the result. If the number is positive, then you have a success. If you have a 0, -1, or -2 then you may have a partial success. Otherwise, you fail. A roll of natural 10 of the d10 indicates that something unexpected has occurred, in addition to the success, partial success, or failure.
    So what abilities do the characters have? The first noted on the racial details will be the racial attributes. In this game there are six attributes available to indicate the innate talents of the character:

There are abilities that are based on PF, MA, IN, or IU that are called skills. There may be abilities based on PY that are called psychic powers, though not every game will have such (make sure the GM allows these).  There may be abilities based on MP that are called supernatural powers, though not every game will have such (make sure the GM allows these). There are abilities that are not based on any of the attributes, these are called conditions. Favorable conditions are called advantages, while unfavorable conditions are called disadvantages.

GM Section: Initial Design of the World

There are a number of questions that you must answer in order to design your game world:

  1. What is the genre of the game? The genre of your game tells the players in broad terms what they can expect. Examples o genres are: Fantasy, old west, modern war, spy thriller, horror, etc.

  2. How big is your world?  Related to this, is your world part of a larger setting? Beware of starting off too big. It is easier to start with a smaller part of a larger setting and then grow.

  3. How did the world (or your game situation) come to be? The creation of the world is a many-faceted issue. The literal creation of the world might be important for a fantasy game. In games of a more limited scope the origin of the current situation of the game setting is more likely to be important, and thus qualifies as how the current world was created.

  4. Do psychic and/or supernatural powers exist? Such special powers are interesting, but they can make challenging tasks too easy if you do not consider such things in advance. Beware the temptation to give too many powers away, unless you are planning to play a mythological-level game. Magic can quickly get out of hand.

  5. What are you going to call your game/world?

  6. What does your game world look like? Draw a rough sketch map showing all details important to character creation (where are the character likely to start the game).

  7. How many character races are there? If multiple races are not appropriate, then you might want to consider various ethnicities or factions as races. Remember, this is not reality so you can use stereotypes where it seems appropriate.

  8. What animals are likely to be of importance? This can include beasts of burden, pets or guard animals, game animals, dangerous animals, and monsters where appropriate. If there are important plants, include them. Work through the chapter Creature Building for each of these.

  9. What nations exist? Work through the chapter Nation Building for each of these.

  10. Are there any secret societies? Work through the chapter Society Building for each of these.

This will give you the basic details for designing the races or ethnicities of your game. To do so answer these questions:

  1. Is the race mundane or fantastic? If race is mundane, then you must be realistic in its design. If fantastic no realism is required.

  2. What is the basic nature of then race? Here are the choices: Automaton, carnivore, herbivore, nutrient eater, omnivore, or spirit.

  3. What does the race look like? How big is it?

  4. What are the attributes of the race?

  5. What abilities does the race have?

  6. Does the race have any intrinsic weapons or attack forms?

  7. Does the race have any intrinsic protections?

  8. How fast does the race move?

  9. How long do they live? How long is childhood? Adolescence? Adulthood? Middle age? Old age?

  10. Where can they be found?

All of the details for these questions can be found in the chapter Creature Building. I recommend that you work through that chapter.
    Automatons are beings created by mundane or fantastic means to perform a specific type of task. These beings have no needs beyond fuel of some sort. These beings can range from clockwork figures (requiring mechanical energy as a fuel in the form of a wound watch-spring) to nuclear powered robots to magically powered statues, or anything else of its nature you can think of.
    A carnivore subsists on the tissues and nutrients of animals. This can include meat, bones, and/or blood or other bodily fluids.
    Herbivores subsist on non-creature tissues and nutrients. This type of food can include plants, fungi, mosses, microbes, and the like.
    Nutrient-eaters subsist on nutrients drawn directly from their environment and can include stones, earth, sand, nutrients from soil, water, etc. Most plants are considered to be nutrient-eaters.
    An omnivore can eat either animal or plant tissue.
    A spirit is automatically fantastic and has no food requirements—it is not normally corporeal.
    Intrinsic weapons or attacks can range from punching and kicking to psychic or magical attacks. The same sort of idea is true for defenses, from naturally tough skin to magical defenses.
    You now have enough information to start planning adventures, then to start running the game. See the chapters Adventure Building and Running the Game.

Player Section: Full Character Development System-Childhood

Now that you have an idea of what character you want to play, it is time to put that idea into practice. Here is the procedure for working
through the childhood of the character:
1.    Decide what family exists for the child at their birth.
2.    Determine the details of the child's birth.
3.    Determine starting History Points (explained below).
4.    Determine the starting attributes of the character.
5.    Determine if the character has a destiny.
6.    Use the remaining history points on suitable professions, life paths, preadventures, or save them up for later use.

Character's older family.

Determine the names and occupations of character's parents. Determine if there are any older siblings or twins and what their names are. Determine if there is any extended family of significance to the character, their names, and details. Determine how the character's family members felt about the birth of the character.

Birth details.

From the available information choose the birth place and time of your character. If you want, go into detail about the conditions that occurred when the character was born; weather, omens, manifestations, anything that might be relevant.

History points.

To calculate the HP gained from childhood take the length of childhood and divide it by 5, round that number up, and then add 10. This is the number of HP for childhood. For major NPCs who will not be true heroes halve this number (again rounding up). For minor NPCs the HP value is a quarter of the value for characters (again rounding up). This is added to anything remaining from the previous step in character creation.

Starting attributes.

You have listed the game attributes of the race of the character. You might not be satisfied with this. In this stage of childhood only, the character can increase a primary attribute at a cost of 1 HP per pip. All other attributes cost 2 HP per pip. At any other stage of childhood, the attributes revert to their normal costs; 10 HP per pip for primary attributes and 20 HP per pip for secondary attributes. You can also decrease attributes and get HP back.

Destinies

Sometimes the powers-that-be have something greater in mind for a character than mere existence. They intervene to push the character in a specific direction, towards a goal of their own design. This is called a destiny, and it can help mold a character for greatness. There are three kinds of destinies: Basic, Greater, and Legendary. Check with your GM to see if destinies are available.

Basic Destiny

This means that the character will excel at a specific type of endeavor. In game terms, this means that abilities judged to be directly related to the chosen endeavor will be acquired at one level higher than normal (skill levels are explained in the chapter History Points and Abilities). There might have been some omen of this excellence at birth. The character is also plagued by individuals who want to issue challenges of skill, the character acquires the condition Rivalry (this is difficult, the difficulty or grade of an ability is explained in the chapter History Points and Abilities, and starts at a level of 1). A basic destiny costs 1 HP.

Greater Destiny

This means that some spiritual or magical agency or force is guiding the activities of the character to some specific goal. Not only will the character gain the benefits of a basic destiny, but in any act that furthers the goal of the guiding force the character will receive a 1 point favorable modifier. There was some minor omen of this at the birth of the character. The character also acquires Rivalry. It is also possible that someone will be opposed to the destiny and will seek to stop the character, thus the character may acquire the condition of Enemy (this is extreme and starts at a level of 1). If no enemy appears then increase the level of Rivalry to 3. A greater destiny costs 2 HP.

Legendary Destiny

This indicates that a divine force has taken a direct interest in the character and has deemed that the character will perform a particular deed of legendary importance. This duplicates the benefits of a great destiny and applies some kind of supernatural ability that conforms to the destiny. There was some great omen presaging the birth of this character. The character also acquires Rivalry. It is also possible that someone/something of power will be opposed to the destiny and will seek to stop the character, thus acquiring the condition of Supernatural Enemy (this is extreme and starts at a level of 1). If you choose no supernatural enemy, then you must choose either a normal enemy or just a Rivalry. If you choose an enemy you gain the conditions Enemy (extreme at a level of 2) and Rivalry of 3 (difficult). If you choose the Rivalry alone it is at 5 (and difficult).

Use of remaining HPs.

With any remaining HP you can acquire either suitable professions, life paths, preadventures, or simply save the points for later (called banking). The GM will have a list of available professions during childhood that your character can choose. Life paths and preadventures are described in separate chapters.
    If you are playing a child proceed to Player Section: Finishing the Character. Otherwise proceed to Player Section: Full Character Development System-Adolescence.

GM Section: Full Character Development System-Childhood

You should be involved in every aspect of character creation. This will not only allow you to help the player in creating their character. It will also allow you to both link the character more directly to your world, and it can give you ideas for linking the character to adventures you plan. Here are some specific questions:

Can you involve the character's parents or other family in your plans for the future?

If they have a destiny, how can you use the destiny and/or any rivalries or enemies?

Think about life paths or professions. Do these give you any ideas?

Were there any preadventures that you can use for adventure ideas?

Continue this process throughout the character design process. Take every opportunity to find ways to involve the players in the adventure.
    There is also something to consider regarding destinies. A greater destiny requires  some supernatural being (a powerful wizard, priest, spirit, etc.) to have taken an interest in the character.
    A legendary destiny will involve the most powerful beings (royal level spirits or divine beings) to have been involved with the birth of the character. In such cases, the character may even be the child of the being. In such cases the supernatural power granted is a spiritual or divine power (consult the chapter on the Magical Structure of the World).
    The specifics of running the background of the character will be the introduction of the character to their family and their home environment, whatever that may be. As the character gets older, this environment may change.Should the character gain most of their abilities through training, then run through how the character is introduced to one profession, or another. Life paths are easier, but work through how the character gains their skills. Preadventures should be fleshed out, step by step. This is as much a part of the game as any other.

Player Section: Full Character Development System-Adolescence

Now that you have completed the childhood of the character it is time for adolescence (unless you are playing a child):

  1. Decide if the family has changed during childhood (new siblings born, new cousins, etc.) and other similar details. This may be decided later for faster character design.

  2. Determine adolescent history points (explained below).

  3. Decide any changes in the attributes of the character.

  4. Use the remaining history points on suitable professions, life paths, preadventures, or save them up for later use.

Character's family.

Decide if there are any new siblings and what their names are. Decide how the character's family felt about the childhood of the character. Decide how the character felt about their family at the end of childhood.

History points.

To calculate the HP for the character during adolescence take the length of adolescence and divide it by 5, rounding up, and add 12. For major NPCs who will not be true heroes, halve this number (again rounding up). For minor NPCs the HP value is a quarter of the value for characters (again rounding up).

Adolescent attributes.

At this point during adolescence the cost for a pip in a primary attribute is 3 HP and 6 HP per pip for any other attribute.

Use of remaining HPs.

With any remaining HP you can acquire either suitable professions, life paths, preadventures, or simply bank the points for later. The GM will have a list of available professions, life paths, and preadventures that your character can choose. Life paths and preadventures are described in separate chapters.
    If you are playing an adolescent proceed to Player Section: Finishing the Character. Otherwise proceed to Player Section: Full Character Development System-Adulthood.

Player Section: Full Character Development System-Adulthood

Now that you have completed the adolescence of the character it is time for adulthood (unless you are playing an adolescent):

  1. Decide if the family has changed during adolescence (new siblings born, new cousins, etc.) and other similar details. This may be decided later for faster character design.

  2. Determine adult history points (explained below).

  3. Decide any changes in the attributes of the character.

  4. Use the remaining history points on suitable professions, life paths, preadventures, or save them up for later use.

Character's family.

Decide if there are any new siblings and what their names are. Decide how the character's family felt about the adolescence of the character. Decide how the character felt about their family at the end of adolescence.

History points.

To calculate the HP from adult take the length of adulthood and divide it by 5, then round the result up, then add 10.  For major NPCs who will not be true heroes, halve this number (again rounding up).  For minor NPCs the HP value is a quarter of the value for characters (again rounding up).

Adult attributes.

At this point during adulthood the cost for a pip in a primary attribute is 3 HP and 6 HP per pip for any other attribute.

Use of remaining HPs.

With any remaining HP you can acquire either suitable professions, life paths, preadventures, or simply bank the points for later. The GM will have a list of available professions, life paths, and preadventures.
    If you are playing an adult proceed to Player Section: Finishing the Character. Otherwise proceed to Player Section: Full Character Development System-Middle Age.

Player Section: Full Character Development System-Middle-Age

Now that you have completed the adulthood of the character it is time for middle-age (unless you are playing an adult):

  1. Decide if the family has changed during adulthood (new siblings born, new cousins, etc.) and other similar details. This may be decided later for faster character design.

  2. Choose whether to degrade either PF/MA/or IN by 1, or gain (or increase) the conditions Pain, Afflicted, and/or Obese with combined totals of 10 added to their existing totals.

  3. Determine middle-aged history points (explained below).

  4. Decide on any changes in the attributes of the character.

  5. Use the remaining history points on suitable professions, life paths, preadventures, or save them up for later use.

Character's family.

Decide if there are any new family members and what their names are. Decide how the character's family felt about the adulthood of the character. Decide how the character felt about their family at the end of adulthood.

History points.

To calculate the HP from middle-aged characters take the length of middle-age and divide it by 5, then round the result up, then add 10. For major NPCs who will not be true heroes, halve this number (again rounding up). For minor NPCs the HP value is a quarter of the value for characters (again rounding up).

Middle-age attributes.

At this point during middle-age the cost for a pip in a primary attribute is 3 HP and 6 HP per pip for any other attribute.

Use of remaining HPs.

With any remaining HP you can acquire either suitable professions, life paths, preadventures, or simply save the points for later (called banking). The GM will have a list of available professions during middle-age that your character can choose. Life paths and preadventures are described in separate chapters.

Player Section: Full Character Development System-Old-Age

Now that you have completed the middle-age of the character it is time for old-age (unless you are playing a middle-aged character):

  1. Decide if the family has changed during middle-age (new siblings born, new cousins, etc.) and other similar details. This may be decided later for faster character design.

  2. Choose whether to degrade either PF/MA/or IN by 1, or gain (or increase) the conditions Pain, Afflicted, and/or Obese with combined totals of 10 added to their existing totals.

  3. Acquire the Condition-Afflicted at 1 (see the chapter on preadventures for details).

  4. Determine old-aged history points (explained below).

  5. Decide on any changes in the attributes of the character.

  6. Use the remaining history points on suitable professions, life paths, preadventures, or save them up for later use.

Character's family.

Decide if there are any new family members and what their names are. Decide how the character's family felt about the middle-age of the character. Decide how the character felt about their family at the end of middle-age.

History points.

To calculate the HP from old-aged characters take the length of old-age and divide it by 5, then round the result up, then add 10.  For major NPCs who will not be true heroes, halve this number (again rounding up).  For minor NPCs the HP value is a quarter of the value for characters (again rounding up).

Old-age attributes.

At this point during old-age the cost for a pip in a primary attribute is 3 HP and 6 HP per pip for any other attribute.

Use of remaining HPs.

With any remaining HP you can acquire either suitable professions, life paths, preadventures, or simply save the points for later (called banking). The GM will have a list of available professions during old-age that your character can choose. Life paths and preadventures are described in separate chapters.

Player Section: Finishing the Character Details

It is now time to finish up the details of the character.

Speed Factor (SF)

This is a measure of how fast the character can act in a combat or surprise situation.  This is the average of PF, MA, IN, and IU, rounded up. The skill Reaction Time directly modifies this in combat (the level of success is directly added to the speed factor for the duration of the action).

Damage Capacity (DC)

This is an important factor that is considered in combat. To calculate the damage capacity of a character use the procedure below: The PF of the character is the base damage capacity.

For every two meters in height or fraction thereof the character applies one.

For every two hundred kilograms of weight or fraction thereof add one.

Carrying Capacity (CC)

Carrying capacity (CC) determines how much the character can lift and move around. Here is the formula,

chardes_1.gif

Light loads are equal to CC and can be carried at no encumbrance.
    Moderate loads are equal to twice the CC and the character can move at only half speed with a reduction of one in speed factor. An Endurance roll must be made every hour of travel, or the character must rest for fifteen minutes (make a PF roll if the character does not have Endurance).
    Heavy loads are equal to three times the CC and the character can move at only one quarter speed, has two subtracted from speed factor (to a minimum of 1/4), and must make an Endurance check every ten minutes.
    Overloads are equal to anything over the heavy load and the character can move at only one tenth normal speed, speed factor is reduced by four, and an Endurance check must be made every minute.

Starting Money

If the nation has coinage, then continue on with this section.
    If the character is a member of a profession, then the character's starting money is dependent upon that profession, otherwise the character receives 1 coin (or whatever currency is in use) per pay period.
    If the character is still within the profession, then assume that the character has a current level of savings equal to 3d10 pay period wages. If the character has left the profession then assume that the character has the 3d10 pay period wages saved along with a "mustering out" pay of 3d10 pay periods wages. This formula also works for non-professions; 3d10 coins saved up.

Starting Equipment

If the character is a member of a profession, then the character will receive the starting equipment for that profession. There is a 50% chance (1-5 on a d10) that the character will have any special equipment required by a skill not covered by a profession. If the character has remaining HP at this stage, they may spend HP to gain 4 pieces of mundane equipment, or one piece of well-made mundane equipment (it gives a bonus to skill attempts using it). The character may purchase well-made equipment for 1 HP per plus it gives in any attempt to use it. The character may purchase magical equipment, assuming it is available, for 2 HP per plus it gives in any attempt to use it.

Example: Hesheriuth the Wise

Concept:

We need to answer these questions:

  1. What kind of character do you want?

  2. What race will the character be?

  3. What is the name of character?

  4. Is your character a child? Adolescent? Adult? Middle-aged? Or old-aged?

  5. Has the character gained most of their abilities from training, life experience, or specific adventures?

  6. What one ability defines your character. Describe this ability and name it. The GM will tell you how much it costs in terms of History Points. Deduct this from your current total (negative numbers translate to removing History Points during later stages of character creation).

  7. Choose three adjectives to describe the general behavior of your character. Advantages cost History Points, detriments can give them back. A genral guideline is that anything that forces your character to act in a specific way will be a detriment.

Hesheriuth is a dedicated borigonian shaman in the service of High Queen Rihallar of Borigon. He is to be an adult. He has gained most of his abilities from training. His defining ability is a channel for the wisdom and power of The Ancestor God, an extreme power. He has the behavior patterns: Eloquent, witty, and dedicated. Eloquence is defined as being well spoken and is rated as being basic. Wit is defined as the basic ability to make humorous comments that allow his character to lighten a mood. For dedication we choose Strong Willed. His primary attributes are IN and MP. This costs him 6 of the 10 initial HP. He is a Borigonian of average build, and thus begins with the following description and abilities:
1.5 meters tall, 80 kilogram humanoid with pointed ears, fair hair, and green eyes.

Attributes:

PF: 1, MA: 1, IN: 2, IU: 0, PY: 0, MP: 0.

Abilities:

Eloquence (b): Being well spoken.
Literacy (IN) (b): The character knows how to read and write the language Borigonian.
Plains Survival (b) (IN): The character can survive in the plains.
Strong Willed (b): The ability to force himself to keep going despite obstacles.
Wit (b): The ability to make humorous comments that allow his character to lighten a mood.

Attacks:

Punch: light strike damage.
Kick: medium strike damage.

Defenses:

Damage Capacity: 3.

Movement:

Walk: 4 kph.
Run: 8 kph.

Other:

Speed Factor: 1.

Lifespan:

12/7/21/30/60 (130 total)
The character will begin play as an adult.
He has gained most of his abilities from training. He has used 3 of the 10 HP available to him, leaving 7 for childhood.

Childhood

Older Family:

His father (Fyrdari) was a shaman and his mother (Kyrath) a teacher. Both parents were loving and doted on their son. In many ways it was an ideal family, with love and tenderness throughout.

Birth Details:

He was born in the family home in Ranam-Borigon at the dawn of a sunny 6th day of the season of Rebirth.

History Points:

The length of childhood is 12 years. This gives 3 HP, childhood itself gives another 10, and he has 7 from the character concept, for a total of 20 HP. At least 10 of these must be spent on professions, since most of his abilities must come from training.

Starting Attributes:

The player of Hesheriuth does not feel that his PF should be any higher than normal, nor his MA. Since IN is primary the player decides that the shaman is to be smarter than average by a little bit. IU and PY are not considered to be above average. MP is to be much higher than average. Here is what we have: PF: 1, MA: 1, IN: 3 (+1), IU: 0, PY: 0, and MP: 2 (+2).  This costs 3 HP, leaving 17. The story behind this is that he was studious in childhood and showed great talent, this was noted by the shaman.

Destiny:

The player notes that the profession of shaman only costs 2 HP for the term of Training of the Candidate (see the chapter Professions). With 17 HP remaining, at least 10 must be spent on his professions. The player decides that Hesheriuth has a basic destiny to be a shaman. This costs 1 HP, leaving 16. He gains the detrimental condition Rivalry (d) 1. The benefit is that any skill or power directly tied to being a shaman starts at one level higher than normal. The story behind this is that the spiritual servants of the Ancestor God (the totems) saw his talent and chose to back him.

Remaining HP:

With 17 HP remaining, at least 10 must be spent on professions. Looking at the profession of shaman the player notes that Training of the Candidate costs 2 HP, the Trail by Fire costs 5 HP (a total of 7), and Initiate costs another 8.
    Hesheriuth does not have enough HP to purchase Initiate, unless he does very well in the Trial by Fire. He decides to purchase one term of Training of the Candidate for 2 HP, leaving 15. He presents himself to a shaman and asks to be accepted as a candidate. The shaman puts his name up for consideration. There are a battery of written, oral, and magical tests, which he passes. He is accepted as a candidate. His training begins during the season of Growth and ends in the season of Harvest. This gives him the following abilities:

Shamanic Lore (b) (IN 3 + 1 for basic destiny) 4. This is defined as: Knowledge of how to be a shaman.
Theology (Ancestor God) (d) (IN 3 + 1 for basic destiny) 4. This is defined as: The worshipper has received fundamental instruction in the history, lore, and procedures for the religion of the Ancestor God.
Faith (Ancestor God) (b) (MP 2 + 1 for basic destiny) 3. This is defined as: This is a basic power that expresses the strength of belief and trust a character has in the Ancestor God.
Initiation (Ancestor God) (b) (MP 2 + 1 for basic destiny) 3. This is defined as: The worshipper is recognized by the Ancestor God as a member of the religion.
Obsessed (caring for others) (d) (1 + 1 for basic destiny) 2. This is defined by:  This is a detriment, making the shaman unable to ignore the plight of others.
He also gets 1 book of shamanic lore and 1 book of theology.

    The player notes that the Trial by Fire is a preadventure. See the chapter Preadventures for details. Thus, he acquires the extra 5 HP for a new total of 6. This is just enough to purchase a term as Initiate. He is chosen as an Initiate following his successful completion of the Trial by Fire. His training as an Initiate lasts six weeks, this takes him into the season of Death. He will have 7 HP left.
    He improves the following abilities:

Shamanic Lore 5. The definition is changed to: Knowledge of how to be a shaman. He has a special deeper knowledge of shamanic magical workings acquiring a +1 modifier to any such working.
Theology (Ancestor God) 5. The definition is changed to: The worshipper has received fundamental instruction in the history, lore, and procedures for the religion of the Ancestor God. He has now begun the study of transcendental high magic.
Faith (Ancestor God) 4. The definition is changed to: This is a basic power that expresses the strength of belief and trust a character has in the Ancestor God. He then gains the ability to use faith as a modifier for skills appropriate to the Divine Being worshipped. Since the Ancestor God is the God of Borigon and Borigonians, then faith may now be used as a modifier in any ability attempt relating to the land, the nation, or its inhabitants.
Initiation (Ancestor God) 4. The definition is changed to: The worshipper is recognized by the Ancestor God as a member of the religion. While in the land of Borigon, Hesheriuth can use Initiation in order to have influence over Borigonians.
Obsessed (caring for others) 2.

He gains the following new abilities:

Spear (b) (MA of 1 + 1 for the basic destiny) 2. This is defined by: This is the ability to thrust and parry with the military spear. 1.5 meter long wooden shaft with a spear head. This spear does heavy thrusting damage. Black steel spear heads add a +10 magical attack for damage.
Borigonian Bow (b) (MA of 1 + 1 for the basic destiny) 2. This is defined by: The ability to use a Borigonian Bow to attack with arrows. This is a long-ranged and deadly weapon. It can be used to launch arrows 15 times each minute. Normal arrows do heavy damage out to 150 meters, and medium damage out to 300 meters. Military arrows do extreme damage out to 150 meters and heavy out to 300 meters. Black Steel arrows do the damage of a military arrow with an additional +10 magical attack.
Prayer (b) (MP of 2 + 1 for the basic destiny) 3. This is defined as: This is a basic power that allows the faithful to make direct contact with the object of their faith. This is the basis for all worship, and the religion may require prayers be said at particular times and/or places. Prayers may also be offered to the divine being in order to request the direct intervention on behalf of the character, such is called a miracle.
Religious Ceremonies (b) (MP of 2 + 1 for the basic destiny) 3. This is defined by: These ceremonies form the bulk of the duties of the clergy. Often there are only certain religious ceremonies available to each level of responsibility. These rituals are available to all clergy within the religion under this power. Here are some specific religious ceremonies for initiates:

Worship Ceremony: This is an hour long ceremony performed once per day at a particular time, and serves to raise the mood of the faithful. and to convey the feelings of faith by the worshippers as a gift to the Ancestor God.

Initiation: This ceremony brings someone into the faith.

The Ceremony of Totems (b) (MP of 2 + 1 for the basic destiny) 3. This is defined by: This is the power to summon a totem spirit to a point in the spirit realm. A totem spirit is any spirit that has agreed to become the symbol of a family or group. A clan can have several totems. When this power is first acquired you choose a spell within a magical intention suitable for an existing totem. The totem will perform the spell within the magical intention for the shaman.  In this case  he chooses the Rikulm as a bringer of peace.

He also is given a spear, a long bow, 12 arrows, the book of religious ceremonies, the book of the ceremony of totems, and a salary of 1 Bone Coin per day. Thus ends Hesheriuth's childhood.

Adolescence

Character's family:

There are no new family members during childhood. His parents are immensely proud of their son's stellar achievements as a shamanic trainee during childhood. He is pleased by their praise and is happy in his duty.

History points:

Adolescence is 7 years long, thus providing 2 HP + 12 for adolescence, and + 7 from childhood,  gives 21 HP in total.

Adolescent attributes:

The player decides that Hesheriuth's attributes are good enough.

Use of remaining history points:

Since he has 21 HP the player knows that Hesheriuth must spend at least 11 on his profession. He notes that Shaman costs 13 HP. He decides to spend the 13 HP to gain this term, leaving 8. He stands before the review council and makes the case for his ascension to the status of Shaman. After a week of deliberation, they agree. He spends the season of Rebirth in training and improves the following abilities:
Shamanic Lore 5*. The definition is changed to: Knowledge of how to be a shaman. He has a special deeper knowledge of shamanic magical workings acquiring a +1 modifier to any such working.
Theology 5*. The definition is changed to:  The worshipper has received fundamental instruction in the history, lore, and procedures for the religion of the Ancestor God. the study of He has now begun the study of transcendental high magic.
Faith 5. The definition is changed to:  This is a basic power that expresses the strength of belief and trust a character has in the Ancestor God. He then gains the ability to use faith as a modifier for skills appropriate to the Divine Being worshipped. Since the Ancestor God is the God of Borigon and Borigonians, then faith may now be used as a modifier in any ability attempt relating to the land, the nation, or its inhabitants. He may also use Faith to speak to totem spirits.
Prayer 4. The definition is changed to:  This is a basic power that allows the faithful to make direct contact with the object of their faith. This is the basis for all worship, and the religion may require prayers be said at particular times and/or places. Prayers may also be offered to the divine being in order to request the direct intervention on behalf of the character, such is called a miracle. He can also speak a Prayer for Strength, a power that allows the faithful to recover from power detriments.
Obsessed (caring for others) 3.
Spear 3. The definition is changed to: This is the ability to thrust and parry with the military spear. 1.5 meter long wooden shaft with a spear head. This spear does heavy thrusting damage. Black steel spear heads add a +10 magical attack for damage. He can also throw the spear.
Borigonian Bow 3. The definition is changed to: The ability to use a Borigonian Bow to attack with arrows. This is a long-ranged and deadly weapon. It can be used to launch arrows 15 times each minute. Normal arrows do heavy damage out to 150 meters, and medium damage out to 300 meters. Military arrows do extreme damage out to 150 meters and heavy out to 300 meters. Black Steel arrows do the damage of a military arrow with an additional +10 magical attack. He can fire faster than normal, thus getting 30 shots per minute.
Religious Ceremonies 4. The definition is changed to: These ceremonies form the bulk of the duties of the clergy. Often there are only certain religious ceremonies available to each level of responsibility. These rituals are available to all clergy within the religion under this power. Here are some specific religious ceremonies for Shaman:

The Ceremony of Totems 4. The definition is changed to: This is the power to summon a totem spirit to a point in the spirit realm. A totem spirit is any spirit that has agreed to become the symbol of a family or group. A clan can have several totems. When this power is first acquired you choose a spell within a magical intention suitable for an existing totem. The totem will perform the spell within the magical intention for the shaman.  In this case he chooses the Rikulm as a bringer of peace. He also chooses the Riangap as a bringer of courage.

He also acquires the abilities:

Initiation into the Lesser Totems (b) (MP of 2 + 1 for basic destiny) 3. This is defined by: the totem in question will perform one act per level of this skill, subtract one level per act performed. The lesser totems are:

Benedictions (d) (MP 2 + 1 for basic destiny) 3. This is defined by: Benedictions are the direct blessings of a divine power. They may be used to grant temporary powers to individuals, to bless items, or to bless places. The ground on which a temple is to be built must be so blessed. No temple can be complete without a blessed central item (usually an altar to lead worship ceremonies at).

He also gets a totem staff and a new salary of 4 Bone Coins per day.
    The player decides to spend the remaining 8 HP on the life path of the mystic. For the details see the chapter Life Paths. He gains the following abilities:

Ritual Postures (b) (PF + 1 for basic destiny + 7 pips for the life path) 7. This is defined as: The practice of placing the character's body into the postures demanded by rituals or ceremonies.
Ritual Gestures (b) (MA + 1 for basic destiny) 5. This is defined by: The practice of producing the complicated hand gestures and finger positions demanded by rituals or ceremonies.
Spear 5. The definition is changed to: This is the ability to thrust and parry with the military spear. 1.5 meter long wooden shaft with a spear head. This spear does heavy thrusting damage. Black steel spear heads add a +10 magical attack for damage. He can also throw the spear. He can also repair the spear. For a basic power detriment he can produce magical damage with a thrusting attack.
Borigonian Bow: 5. The definition is changed to: The ability to use a Borigonian Bow to attack with arrows. This is a long-ranged and deadly weapon. It can be used to launch arrows 15 times each minute. Normal arrows do heavy damage out to 150 meters, and medium damage out to 300 meters. Military arrows do extreme damage out to 150 meters and heavy out to 300 meters. Black Steel arrows do the damage of a military arrow with an additional +10 magical attack. He can fire faster than normal, thus getting 30 shots per minute. He can also make arrows. For a basic power detriment he can produce magical damage with a launched arrow.
Mental Endurance (b) (IN + 3 for the life path) 6. This is defined as: The ability to concentrate despite distractions or exhaustion.
Shamanic Lore 6. The definition is changed to: Knowledge of how to be a shaman. He has a special deeper knowledge of shamanic magical workings acquiring a +2 modifier to any such working. He also knows other shaman throughout the nation.
Faith 6. The definition is changed to:  This is a basic power that expresses the strength of belief and trust a character has in the Ancestor God. He then gains the ability to use faith as a modifier for skills appropriate to the Divine Being worshipped. Since the Ancestor God is the God of Borigon and Borigonians, then faith may now be used as a modifier in any ability attempt relating to the land, the nation, or its inhabitants. He may also use Faith to speak to totem spirits. He may also use faith to call upon the aid of the totems.
Prayer 4. The definition is changed to:  This is a basic power that allows the faithful to make direct contact with the object of their faith. This is the basis for all worship, and the religion may require prayers be said at particular times and/or places. Prayers may also be offered to the divine being in order to request the direct intervention on behalf of the character, such is called a miracle. He can also speak a Prayer for Strength, a power that allows the faithful to recover from power detriments. He can also speak the Prayer for Guidance, a prayer that allows him to know the wishes of The Ancestor God in a matter, if He has any.
Religious Ceremonies 5. The definition is changed to: These ceremonies form the bulk of the duties of the clergy. Often there are only certain religious ceremonies available to each level of responsibility. These rituals are available to all clergy within the religion under this power. Here are some specific religious ceremonies for Shaman:

Strong-Willed (condition) 3.
Spiritual Protection (condition) 3. This is defined as a hung effect provided by the Rivemar in a shamanic working.
Spear doing +2 magical damage (+62 heavy thrusting damage = 77 damage).
Thus ends adolescence.

Adulthood

Character's family:

There are no new family members during Hesheriuth's adolescence. His family and friends have been stunned by his rapid advance to become an actual shaman during adolescence, while it has been done in the past it marks someone as a rising star, someone for whom greatness will result. He, in turn, is grateful to his parents for supporting him in his efforts despite their sacrifices for him.

History points:

Adulthood is 21 years long, so he has 5 HP + 10, for a total of 15 HP for adulthood.

Adult attributes:

The player decides that Hesheriuth's attributes are good enough.

Use of remaining HPs:

The player must spend at least 8 HP on Hesheriuth being a shaman. He decides to face the Ordeal of the Spirit, this costs 6 HP and leaves 9. The player works through the Preadventure system and gains another 6 HP, for a new total of 15. This is just enough to gain a term as Master Shaman. The player decides to engage in some other preadventures.
    The player decides to involve Hesheriuth in a 3 HP preadventure, this leaves 12 HP. The theme of this adventure is chosen to be that of Local Evil Place. The GM consults his list of local evil places and informs the player the Hesheriuth has been to the sewers beneath the city of Ranam-Borigon. The player is told of the darkness, the wetness, and the feeling of gloom. Again the Preadventure system is consulted. He gains 5 HP, for a new total of 17.
    The player decides to involve Hesheriuth in another 3 HP preadventure, leaving 12 HP. The theme of this adventure is again chosen to be that of Local Evil Place, and again it is another foray into the sewers. After this, Hesheriuth has 22 HP.
    He spends 15 to gain the term Master Shaman. This is an exalted position and the process of acceptance takes him through the season of Death before he is accepted. The training lasts the season of Rebirth and modifies these abilities:
Shamanic Lore 6 + 1 pip. I recommend using the * as a symbol for a pip. So, 6*.
Theology 5*.
Faith 6*.
Prayer 5. The definition is changed to:  This is a basic power that allows the faithful to make direct contact with the object of their faith. This is the basis for all worship, and the religion may require prayers be said at particular times and/or places. Prayers may also be offered to the divine being in order to request the direct intervention on behalf of the character, such is called a miracle. He can also speak a Prayer for Strength, a power that allows the faithful to recover from power detriments. He can also speak the Prayer for Guidance, a prayer that allows him to know the wishes of The Ancestor God in a matter, if He has any.
Obsessed (caring for others) 5.
Spear 5*.
Borigonian Bow 5*.
Religious Ceremonies 5*.  This adds:

The Ceremony of Totems 5. The definition is changed to: This is the power to summon a totem spirit to a point in the spirit realm. A totem spirit is any spirit that has agreed to become the symbol of a family or group. A clan can have several totems. When this power is first acquired you choose a spell within a magical intention suitable for an existing totem. The totem will perform the spell within the magical intention for the shaman.  In this case he chooses the Rikulm as a bringer of peace. He also chooses the Riangap as a bringer of courage. He also chooses the Rishonind as a bringer of divination.
Initiation into the Lesser Totems 4.
Benedictions 4. The definition is changed to: Benedictions are the direct blessings of a divine power. They may be used to grant temporary powers to individuals, to bless items, or to bless places. The ground on which a temple is to be built must be so blessed. No temple can be complete without a blessed central item (usually an altar to lead worship ceremonies at).

He acquires the new ability:
Initiation into the Riangap (d) (MP of 2 + 1 for basic destiny) 3. This is defined as: The totem of the hunter and warfare who will perform one act per level of skill. When an act if performed subtract one level.
He gains a new salary of 10 Bone Coins per Day.  He banks the remaining 7 HP.
    The player is almost done. He calculates Hesheriuth's Damage Capacity (DC) to be 3, Speed Factor (SF) is 2, and Carrying Capacity (CC) is 16 kilograms.

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